U.S. patent number 11,205,325 [Application Number 16/591,110] was granted by the patent office on 2021-12-21 for craps gaming system and method.
This patent grant is currently assigned to IGT. The grantee listed for this patent is IGT. Invention is credited to Dwayne Nelson, Derrick Price, Alfred Smith.
United States Patent |
11,205,325 |
Nelson , et al. |
December 21, 2021 |
Craps gaming system and method
Abstract
In various embodiments, the present disclosure relates generally
to gaming systems and methods providing a live craps game and a
plurality of electronic gaming machines that facilitate
participation in the live craps game.
Inventors: |
Nelson; Dwayne (Las Vegas,
NV), Smith; Alfred (Las Vegas, NV), Price; Derrick
(Las Vegas, NV) |
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
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Assignee: |
IGT (Las Vegas, NV)
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Family
ID: |
1000006006712 |
Appl.
No.: |
16/591,110 |
Filed: |
October 2, 2019 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20200035067 A1 |
Jan 30, 2020 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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15848266 |
Dec 20, 2017 |
10438450 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F
17/3206 (20130101); G07F 17/322 (20130101); G07F
17/3286 (20130101); G07F 17/3244 (20130101) |
Current International
Class: |
G07F
17/32 (20060101) |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
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2006124912 |
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Nov 2006 |
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WO |
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2008112428 |
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Sep 2008 |
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WO |
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2017140385 |
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Aug 2017 |
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WO |
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Primary Examiner: Pierce; Damon J
Attorney, Agent or Firm: Neal, Gerber & Eisenberg
LLP
Parent Case Text
PRIORITY
This patent application is a continuation of, claims priority to
and the benefit of U.S. patent application Ser. No. 15/848,266,
filed on Dec. 20, 2017, the entire contents of which are
incorporated by reference herein.
Claims
The invention claimed is:
1. A craps gaming system comprising: a dealer station positionable
adjacent to a physical craps table having a playing surface for
plays of a crap game at the physical craps table, the dealer
station configured to receive, for a play of the craps game at the
physical craps table: a dealer input corresponding to when a pair
of dice are at a holding position on the playing surface of the
physical craps table, a dealer input corresponding to players being
no longer allowed to wager on the play of the craps game, a dealer
input corresponding to numbers shown on the pair of dice after a
roll of the pair of dice for the play of the craps game, a dealer
input corresponding to the roll of the pair of dice for the play of
the craps game being an invalid roll; and a dealer input
corresponding to a security event indicating a request that one or
more images of the security event be stored; a craps game state
data processing system configured to: communicate with the dealer
station, create certain various game state data for the play of the
craps game corresponding to: the dealer input, via the dealer
station, corresponding to when the pair of dice are at the holding
position on the playing surface of the physical craps table, the
dealer input, via the dealer station, corresponding to players
being no longer allowed to wager on the play of the craps game, the
dealer input, via the dealer station, corresponding to the numbers
on the pair of dice after the roll of the pair of dice for the play
of the craps game, the dealer input, via the dealer station,
corresponding to the roll of the pair of dice for the play of the
craps game being an invalid roll, the dealer input, via the dealer
station corresponding to the security event indicating the request
that one or more images of the security event be stored; and send
the various game state data to a plurality of remote electronic
gaming machines to enable each of the remote electronic gaming
machines to: disable player wagering at the remote electronic
gaming machine responsive to the game state data indicating players
being no longer allowed to wager on the play of the craps game, and
determine any payouts responsive to the game state data indicating
the numbers on the pair of dice for the play of the craps game.
2. The craps gaming system of claim 1, further comprising a
physical craps table monitoring system comprising a video camera
configured to capture live video of movements of the pair of dice
on the playing surface of the physical craps table, the live video
configured to be displayed by the remote electronic gaming
machines.
3. The craps gaming system of claim 1, wherein the dealer station
is further configured to receive, for the play of the craps game at
the physical craps table, one of: a dealer input corresponding to
players being allowed to wager on the play of the craps game; a
dealer input corresponding to an entry regarding a state of the
play of the craps game; a dealer input corresponding to a position
of the pair of dice; a dealer input corresponding to when the pair
of dice are being moved on the playing surface of the physical
craps table toward a player at the physical craps table; a dealer
input corresponding to when the pair of dice have been picked up by
a player at the physical craps table; a dealer input corresponding
to when the pair of dice have been rolled by a player at the
physical craps table; a dealer input corresponding to a
confirmation of a position of the pair of dice determined by the
craps game state data processing system; and a dealer input
corresponding to a notification to be sent to a player at one of
the remote electronic gaming machines that a position at the
physical craps table is open.
4. The craps gaming system of claim 1, wherein the craps game state
data processing system is further configured to create certain
various game state data for the play of the craps game
corresponding to one of: a dealer input, via the dealer station,
corresponding to players being allowed to wager on the play of the
craps game; a dealer input, via the dealer station, corresponding
to a state of the play of the craps game; a dealer input, via the
dealer station, corresponding to a position of the pair of dice; a
dealer input, via the dealer station, corresponding to when the
pair of dice are being moved on the playing surface of the physical
craps table toward a player at the physical craps table; a dealer
input, via the dealer station, corresponding to when the pair of
dice have been picked up by a player at the physical craps table; a
dealer input, via the dealer station, corresponding to when the
pair of dice have been rolled by a player at the physical craps
table; a dealer input, via the dealer station, corresponding to a
confirmation of position of the pair of dice determined by the
craps game state data processing system; and a dealer input, via
the dealer station, corresponding to a notification to be sent to a
player at one of the remote electronic gaming machines that a
position at the physical craps table is open.
5. The craps gaming system of claim 1, further configured to
disassociate the remote electronic gaming machines from the
physical craps table and to re-associate the remote electronic
gaming machines with a random number generator.
6. The craps gaming system of claim 1, further configured to
disassociate the remote electronic gaming machines from the
physical craps table and to re-associate the remote electronic
gaming machines with a mechanical dice rolling machine.
7. The craps gaming system of claim 1, wherein one of the remote
electronic gaming machines is a mobile device.
8. The craps gaming system of claim 7, wherein the mobile device is
configured to enable non-monetary wagers on the play of the craps
game at the physical craps table.
9. The craps gaming system of claim 1, wherein the craps game state
data processing system is further configured to provide alternative
game state data to the remote electronic gaming machines when no
players are at the physical craps table.
10. The craps gaming system of claim 1, wherein the dealer station
and the craps game state data processing system are combined.
11. The craps gaming system of claim 1, wherein the dealer station
is further configured to cause a display device of the dealer
station to display a live video feed of the physical craps
table.
12. The craps gaming system of claim 1, wherein the dealer station
is further configured to cause a display device of the dealer
station to display one of: an indication of a state of the play of
the craps game; an indication of a position of the pair of dice on
the physical craps table; and numbers on the pair of dice after a
roll of the pair of dice at the physical craps table.
13. The craps gaming system of claim 1, wherein the dealer station
is further configured to cause a display device of the dealer
station to display a request for input from the dealer regarding
one of: player wagering being allowed; player wagering being not
allowed; a state of the play of the craps game; a position of the
pair of dice; and numbers shown on the pair of dice after the roll
of the pair of dice at the physical craps game.
14. A craps gaming system comprising: a dealer station positionable
adjacent to a physical craps table having a playing surface for
plays of a crap game at the physical craps table, the dealer
station configured to receive, for a play of the craps game at the
physical craps table: a dealer input corresponding to a position of
a pair of dice; a dealer input corresponding to when the pair of
dice are at a holding position on the playing surface of the
physical craps table, a dealer input corresponding to players being
no longer allowed to wager on the play of the craps game, a dealer
input corresponding to numbers shown on the pair of dice after a
roll of the pair of dice for the play of the craps game, a dealer
input corresponding to the roll of the pair of dice for the play of
the craps game being an invalid roll, and a dealer input
corresponding to a security event indicating a request that one or
more images of the security event be stored; a craps game state
data processing system configured to: communicate with the dealer
station, create certain various game state data for the play of the
craps game corresponding to: the dealer input, via the dealer
station, corresponding to a position of the pair of dice, the
dealer input, via the dealer station, corresponding to when the
pair of dice are at the holding position on the playing surface of
the physical craps table, the dealer input, via the dealer station,
corresponding to players being no longer allowed to wager on the
play of the craps game, the dealer input, via the dealer station,
corresponding to the numbers on the pair of dice after the roll of
the pair of dice for the play of the craps game, and the dealer
input, via the dealer station, corresponding to the roll of the
pair of dice for the play of the craps game being an invalid roll,
and send the various game state data to a plurality of remote
electronic gaming machines to enable each of the remote electronic
gaming machines to: disable player wagering at the remote
electronic gaming machine responsive to the game state data
indicating players being no longer allowed to wager on the play of
the craps game, and determine any payouts responsive to the game
state data indicating the numbers on the pair of dice for the play
of the craps game; a physical craps table monitoring system
comprising a video camera configured to capture live video of
movements of the pair of dice on the playing surface of the
physical craps table, the live video configured to be displayed by
the remote electronic gaming machines.
15. A method of operating a craps gaming system, said method
comprising: receiving inputs via a dealer station positioned
adjacent to a physical craps table for a play of the craps game at
the physical craps table, the inputs comprising: a dealer input
corresponding to when a pair of dice are at a holding position on a
playing surface of the physical craps table, a dealer input
corresponding to players being no longer allowed to wager on the
play of the craps game, a dealer input corresponding to numbers
shown on the pair of dice after a roll of the pair of dice for the
play of the craps game, a dealer input corresponding to the roll of
the pair of dice for the play of the craps game being an invalid
roll; and a dealer input corresponding to a security event
indicating a request that one or more images of the security event
be stored; causing a craps game state data processing system to
communicate with the dealer station; causing a craps game state
data processing system to create certain various game state data
for the play of the craps game corresponding to: the dealer input,
via the dealer station, corresponding to when the pair of dice are
at the holding position on the playing surface of the physical
craps table, the dealer input, via the dealer station,
corresponding to players being no longer allowed to wager on the
play of the craps game, the dealer input, via the dealer station,
corresponding to the numbers on the pair of dice after the roll of
the pair of dice for the play of the craps game, the dealer input,
via the dealer station, corresponding to the roll of the pair of
dice for the play of the craps game being an invalid roll and, the
dealer input, via the dealer station, corresponding to the security
event indicating the request that one or more images of the
security event be stored; causing a craps game state data
processing system to send the various game state data to a
plurality of remote electronic gaming machines to enable each of
the remote electronic gaming machines to: disable player wagering
at the remote electronic gaming machine responsive to the game
state data indicating players being no longer allowed to wager on
the play of the craps game, and determine any payouts responsive to
the game state data indicating the numbers on the pair of dice for
the play of the craps game.
16. The method of claim 15, further comprising causing a physical
craps table monitoring system to capture live video of movements of
the pair of dice on the playing surface of the physical craps table
and causing the live video to be displayed by the remote electronic
gaming machines.
17. The method of claim 15, which further comprises receiving, via
the dealer station, for the play of the craps game at the physical
craps table, one of: a dealer input corresponding to players being
allowed to wager on the play of the craps game; a dealer input
corresponding to an entry regarding a state of the play of the
craps game; a dealer input corresponding to a position of the pair
of dice; a dealer input corresponding to when the pair of dice are
being moved on the playing surface of the physical craps table
toward a player at the physical craps table; a dealer input
corresponding to when the pair of dice have been picked up by a
player at the physical craps table; a dealer input corresponding to
when the pair of dice have been rolled by a player at the physical
craps table; a dealer input corresponding to a confirmation of a
position of the pair of dice determined by the craps game state
data processing system; and a dealer input corresponding to a
notification to be sent to a player at one of the remote electronic
gaming machines that a position at the physical craps table is
open.
18. The method of claim 15, which further comprises creating the
various game state data for the play of the craps game
corresponding to one of: a dealer input, via the dealer station,
corresponding to players being allowed to wager on the play of the
craps game; a dealer input, via the dealer station, corresponding
to a state of the play of the craps game; a dealer input, via the
dealer station, corresponding to a position of the pair of dice; a
dealer input, via the dealer station, corresponding to when the
pair of dice are being moved on the playing surface of the physical
craps table toward a player at the physical craps table; a dealer
input, via the dealer station, corresponding to when the pair of
dice have been picked up by a player at the physical craps table; a
dealer input, via the dealer station, corresponding to when the
pair of dice have been rolled by a player at the physical craps
table; and a dealer input, via the dealer station, corresponding to
a confirmation of position of the pair of dice determined by the
craps game state data processing system; and a dealer input, via
the dealer station, corresponding to a notification to be sent to a
player at one of the remote electronic gaming machines that a
position at the physical craps table is open.
19. The method of claim 15, which is partially provided through a
data network.
20. The method of claim 19, wherein the data network is the
internet.
Description
BACKGROUND
Craps is a well known game. Craps is typically played in casinos at
physical craps tables. Each physical craps table is typically oval
or oblong and configured to be simultaneously played by 10 to 12
live players. The live players typically stand around three sides
of the physical craps table. The typical physical craps table is
operated by three live dealers who are positioned on the fourth
side of the physical craps table. Even though physical craps tables
are relatively large, the size of the physical craps table limits
the quantity of players who can play the craps game at or
associated with a physical craps table. The size of the physical
craps table also limits the amounts that can be wagered on plays of
the craps game at or associated with the physical craps table.
SUMMARY
In various embodiments, the present disclosure provides a craps
gaming system and method that expands the quantity of players that
can a play craps game associated with a physical craps table. In
various embodiments, the present disclosure provides a craps gaming
system and method that also increases the amounts that can be
wagered on plays of a craps game at a physical craps table. The
craps gaming system of the present disclosure provides numerous
additional advantages that are discussed in more detail below.
In various example embodiments, the present disclosure relates to a
craps gaming system including a physical craps table monitoring
system comprising a video camera configured to capture live video
of movements of a pair of dice on a playing surface of a physical
craps table, and a craps game state data processing system
configured to: receive a video feed from the physical craps table
monitoring system and analyze selected frames of the video feed to
determine one or more of: when the pair of dice are at a holding
position on the playing surface of the physical craps table, when
the pair of dice are at being moved on the playing surface of the
physical craps table toward a player at the physical craps table,
when the pair of dice have been picked up by the player at the
physical craps table, when the pair of dice have been rolled by the
player at the physical craps table, if the roll of the pair of dice
is a valid roll, and the numbers shown on the pair of dice. The
craps game state data processing system is further configured to
create certain various game state data corresponding to: the pair
of dice being at the holding position on the playing surface of the
physical craps table, the pair of dice being moved on the playing
surface of the physical craps table toward the player at the
physical craps table or the pair of dice having been picked up by
the player at the physical craps table, the pair of dice having
been rolled by the player at the physical craps table, the roll of
the pair of dice being a valid roll, and the numbers on the pair of
dice. The craps game state data processing system is further
configured to send the various game state data to a plurality of
electronic gaming machines to enable each of the electronic gaming
machines to: enable player wagering at the electronic gaming
machine responsive to the received game state data indicating that
the pair of dice are at the holding position on the playing surface
of the physical craps table, disable player wagering at the
electronic gaming machine responsive to the game state data
indicating that the pair of dice have been picked up by the player
at the physical craps table, and determine any payouts to the
player based on wagers made by the player and responsive to the
game state data indicating that the roll of the pair of dice is
valid roll, and the numbers on the pair of dice.
Additional features and advantages are described in, and will be
apparent from, the following Detailed Description and the
figures.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
FIG. 1 is a perspective view of an example physical craps table
that can be employed as part of or with craps gaming systems of the
present disclosure.
FIG. 2A is a schematic block diagram of one example embodiment of
an electronic configuration of the craps gaming systems of the
present disclosure.
FIG. 2B is a schematic block diagram of another example embodiment
of an electronic configuration of the craps gaming systems of the
present disclosure.
FIG. 2C is a schematic block diagram of another example embodiment
of an electronic configuration of the craps gaming systems of the
present disclosure.
FIG. 3A is a diagrammatic view of a physical craps table and an
example physical craps table monitoring system (including one video
camera positioned above the physical craps table) of the craps
gaming systems of the present disclosure.
FIG. 3B is a diagrammatic view of a physical craps table and an
example physical craps table monitoring system (including multiple
video cameras positioned above the physical craps table) of the
craps gaming systems of the present disclosure.
FIG. 4 is a flowchart illustrating certain parts of one example
method of operation of the craps gaming systems of the present
disclosure.
FIG. 5 is a flowchart illustrating certain parts of one example
method of operation of the craps gaming systems of the present
disclosure.
FIG. 6 is a schematic block diagram of one example embodiment of an
electronic configuration of part of the craps gaming systems of the
present disclosure.
FIGS. 7A and 7B are perspective views of example alternative
embodiments of EGMs of the craps gaming systems of the present
disclosure.
FIG. 7C is a front view of an example EGM in the form of an EGM in
the form of electronic personal gaming device of the craps gaming
systems of the present disclosure.
DETAILED DESCRIPTION
Craps Gaming System
In various embodiments, the present disclosure relates generally to
craps gaming systems and methods for providing a live craps game at
a physical craps table and simultaneously at multiple remote
electronic betting terminals or electronic gaming machines
(referred to herein for brevity as an "EGM" or as "EGMs"). The EGMs
facilitate remote player participation in the live craps game at
the physical craps table.
Referring now to the drawings, and particularly FIGS. 1, 2A, 2B,
2C, 3A, 3B, 4, 5, 6, 7A, 7B, and 7C, in various example embodiments
of the present disclosure, the craps gaming system 10 generally
includes: (a) a physical craps table 20; (b) various craps game
components 30, 32, 34, 36, and 38 needed to provide plays of a
craps game at the physical craps table 20; (c) a physical craps
table monitoring system 50; (d) one or more craps game state data
processing systems 60; (e) a dealer station 70 positioned adjacent
to the physical craps table 20; and (f) a plurality of EGMs such as
EGMs 80a, 80b, 80c, 80d, 80n, 2000a, 2000b, and 2000c.
In various other example embodiments of the present disclosure, the
craps gaming system includes: (a) a physical craps table monitoring
system 60; (b) one or more craps game state data processing systems
50; and (c) a dealer station 70, that are configured to operate
with: (i) an existing physical craps table; (ii) existing various
craps game components needed to provide plays of a craps game at
the physical craps table; and (iii) a plurality of modified
EGMs.
In various example embodiments of the present disclosure, as shown
in FIG. 2A, the craps game state data processing system and the
dealer station are combined for operation with a physical craps
table.
In various example embodiments of the present disclosure, as shown
in FIG. 2B, the more craps game state data processing system and
the dealer station are separate components in communication with
each other and arranged to communicate with the various other
components of the craps gaming system.
In various other example embodiments of the present disclosure, as
shown in FIG. 2C, the craps game state data processing system and
the dealer station are separate components in communication with
each other and alternatively arranged to communicate with the
various other components of the craps gaming system.
Various components of various example craps gaming system and
method of the present disclosure are further discussed in more
detail below.
Example Physical Craps Table
More specifically, in the example embodiments of FIGS. 1 to 7C, the
example physical craps table 20 that the craps gaming system 10
includes or that the craps gaming system 10 is employed to operate
with is generally shown. This example is a conventional physical
craps table 20 that includes: (a) a flat elongated somewhat oval or
oblong table top 22; (b) a plurality of legs (not shown) that
support the table top 22; (c) a felt material positioned over the
table top 22 that provide a playing surface 24 for the craps game;
(d) a plurality of betting spaces or areas indicated by or on the
playing surface 24 of the felt material; (e) an upright peripheral
wall 26 surrounding at least part of the table top 22; and (f) a
peripheral rail 28 attached to and extending around most of the
upright peripheral wall 26. The table top 22 and the upright
peripheral wall 26 generally define a betting area and a dice
rolling area or pit. It should be appreciated that the present
disclosure can be implemented with other suitable physical craps
tables.
Various Craps Game Components
In the example embodiments of FIGS. 1 to 7C, the example physical
craps game components that the gaming system 10 includes or that
the gaming system 10 is employed to operate with are generally
shown. These various craps game components are conventional craps
game components used to provide plays of a craps game at the
physical craps table 20 and include: (a) one or more pairs of
physical dice 30 (including two individual 6 sided die--each with
the conventional dot numbers such as one dot (.cndot.) representing
the number 1); (b) a physical dice moving stick 32; (c) one or more
physical point or ON/OFF buttons or discs 34; and (d) physical
player wagering chips 38. It should be appreciated that the present
disclosure can be implemented with other suitable combinations of
craps game components.
Example Craps Game Physical Operations for Craps Game Play
In the example embodiments of FIGS. 1 to 7C, the physical craps
table 20 and the various craps game components 30, 32, 34, 36, and
38 enable or facilitate multiple plays of a craps game at the
physical craps table 20. During these multiple plays of the craps
game, live players make wagers or bets (primarily referred to
herein for brevity as a "wager" or "wagers") against the casino or
the house (primarily referred to herein for brevity as the
"casino"), and in which the casino covers all player wagers at the
physical craps table 20 (i.e., pays each of the players on any of
their winning wagers according to a predetermined paytable). The
physical craps table 20 and the various craps game components 30,
32, 34, 36, and 38 of the present disclosure are configured to
enable plays of a conventional craps game as generally explained
below, or any other suitable craps game.
In a conventional play of a craps game at a physical craps table
20, each live player at the physical craps table has their own
chips that enable that player to make one or more wagers by placing
the player's chips on one or more of the indicated different
betting spaces or areas on the playing surface 24 of the physical
craps table 20. In a conventional play of a craps game at a
physical craps table, the dealers that run the craps game for the
casino also have chips that enable the dealers to pay out on
winning wagers made by the players at the physical craps table
20.
In a conventional play of a craps game at a physical craps table
20, at the start of a play of a craps game, the players make
initial wagers and one of the dealers assigns the pair of physical
dice 30 to one of the players at the physical craps table 20. This
player is usually called or designated as the "shooter."
Conventional casino rules typically require that the shooter be
selected from the players who have made at least a minimum wager on
the play of craps game (such as a wager on either the "Pass" line
or the "Don't Pass" line).
After the shooter is selected and after most, if not all of, the
initial wagers are placed, the dealer provides the physical dice to
the shooter typically using an elongated craps stick such as stick
32. Specifically, the dealer moves or slides the pair of dice 30 on
the playing surface 24 of the physical craps table 20 from a dice
holding position to a position on the physical craps table in front
of the shooter. The player then picks up the pair of dice and the
rolls or throws (primarily referred to herein for brevity as
"rolls") the pair of dice in the pit defined by the physical craps
table and on the playing surface. The shooter typically throws the
pair of dice against one of the end upright walls at one end of the
oval or oblong physical craps table.
It should be appreciated that many shooters will often arrange or
rearrange the dice on the playing surface of the physical craps
table one or more times before the shooter picks up the dice in one
of the shooter's hands. For example, a shooter may arrange the dice
such that the one dots are on the top side of each of the dice
before the player's picks up the dice.
It should be appreciated that many shooters will often shake the
pair of dice in one of the shooter's hands for one or more seconds
before rolling the pair of dice onto the physical craps table.
It should be appreciated that certain players at the physical craps
table may place or try to place additional wagers on physical craps
table even after the shooter has been provided the pair of dice or
even after the shooter has picked up the pair of dice. The
dealer(s) at the physical craps table will determine whether or not
to allow such bets to be placed by such players. Usually, such late
bets are not allowed if made after the shooter starts to roll or
rolls the dice.
After the shooter rolls the dice and each of the dice come to rest
on the playing surface 24, at least one of the dealers determines
whether the roll is an invalid roll (sometimes called a "no throw")
or a valid roll. In other words, based on a set of casino rules,
the dealer determines whether or not the dice have been rolled
properly and whether or not the dice have landed properly. Such
invalid rolls are usually not used to determine the outcome of any
player wagers, and in such situations, the shooter is normally
permitted or asked to re-roll the pair of dice (with only a
subsequent valid roll being used to determine wager outcomes). For
example, if one or more of the dice lands on an edge or corner
where it is not clear which face or number on that die is actually
face up or shown, the dealer will declare the roll to be invalid
and provide the dice back to the shooter to re-roll. In another
example, if one or more of the dice lands off of the physical craps
table, the dealer will declare the roll to be invalid and provide
the dice back to the shooter to re-roll.
Once the shooter makes a valid roll such that each of the dice is
clearly positioned on the playing surface 24 in a manner where one
side of that die is face up and can be clearly determined or read,
the dealer will declare the roll to be valid (typically by orally
reading, stating, or calling out the combination of numbers shown
on the pair of dice or that have been rolled on or indicated by the
rolled pair of dice). In other words, these are the numbers shown
on the respective surfaces of the dice that are upwardly facing or
face up.
The dealers then evaluate the wagers made by the players using the
chips on the physical craps table, and pay, collect, leave in play,
or otherwise act on each wager based on that outcome of the roll of
the dice and the rules associated with plays of the craps game set
by the casino for that physical craps table.
In a conventional play of a craps game at a physical craps table in
a casino, the process of enabling the players to make wagers and
assigning the dice to one of the players at the physical craps
table is repeated for the next roll of the dice.
Whether the next roll of the dice is part of the same play of the
craps game and whether the next roll of the dice is made by the
same shooter typically depends on the outcome of the previous roll
of the dice and the casino rules for the play of the craps game. It
should thus be appreciated that a play of a crap game can include
one or more rolls of the dice by a shooter, and often includes
multiple rolls by a shooter.
Example Craps Game Play
In a conventional play of a craps game at a physical craps table,
the first round or roll of the dice of the play of the craps game
is part of the "come-out" phase. In the come-out phase, no "point"
has yet been selected for that play of the craps game. During the
come-out phase, it is common for a disc called the "On" button 34
to be placed, inverted, on the playing surface of the physical
craps table to display the reverse-side text (usually "Off").
In a conventional craps game at a physical craps table, during the
come-out phase: (a) a roll of 2, 3, or 12 results in a loss for
bettors on the "Pass" line; (b) a roll of 2 or 3 results in a win
for bettors on the "Don't Pass" line; (c) a roll of 12 results in a
tie or "push" for bettors on the "Don't Pass" line; (d) a roll of a
"natural" 7 or an 11 results in a win for bettors on the "Pass"
line; (e) a roll of a "natural" 7 or an 11 results in a loss for
bettors on the "Don't Pass" line; and (f) a roll of a 4, 5, 6, 8,
9, or 10 results in a point being set for future rolls of the dice
in a "point" phase of the play of the craps game. The come-out
phase may thus include multiple rolls of the dice before a point is
set.
Once a number corresponding to a valid point is rolled, the
come-out phase ends, and the play of the game enters the point
phase. When a point is established, the OFF button is usually
inverted to display the text "ON" and placed on a portion of the
playing surface designated for the point number that was rolled.
The point phase of the play of the craps game continues until the
shooter rolls the point number again, a "seven" (which is sometimes
called a "seven-out"), or a forfeit of the play of the game occurs.
In other words, the point phase continues through subsequent rolls
of the dice until the shooter either wins by rolling the same
number as was thrown to set the point (i.e., the number currently
indicated by the "ON" button), or the player loses by rolling a
seven. After each roll of the dice during the point phase of the
play of the craps game (and before the subsequent roll of the
dice), any payouts for winning wagers are made and the players can
make additional wagers
If the shooter wins by rolling the point, any appropriate bets are
pad out, and the play of the craps game reverts back to the
come-out phase, and the On button is flipped to "Off."
If the shooter loses by rolling the seven, the play of the craps
game ends, and a new shooter is typically selected.
It should be appreciated that the above is only a high level
description of a play of a typical craps game, and that a play of a
typical craps game includes many more rules that can be taken into
account by the craps gaming system and method of the present
disclosure.
Example Craps Game Video Feed and Game State Data
It should be appreciated from the above description that the
physical actions including the dice movements (including the rolls
of the dice) at a physical craps table and the craps game play and
related outcomes are intertwined and relatively complicated. These
actions and game play need to be tracked very carefully to
determine exactly each stage of the play of the craps game, the
respective allowed actions (such as when player wagering and player
movement of the dice are allowed and not allowed), and all of the
appropriate payouts. It should also be appreciated from the above
that a craps game at a physical craps table can be fairly hectic
for the dealers of the craps table to fully manage (which is why
there are typically three dealers).
It should further be appreciated that the present disclosure
contemplates that to enable remote EGMs to enable players to
participate in live craps game plays at or based on a physical
craps table, the craps gaming system 10 in various example
embodiments provides the remote EGMs two types or categories of
data in the data feed(s). Specifically, in various example
embodiments, the craps gaming system provides the remote EGM: (i)
real time or substantially real time video data feed of the
physical craps table; and (ii) game state data. The video data feed
or video feed of the physical craps table provided to the EGMs
enables each of the EGMs to display the live actions or events at
the physical craps table as they happen to the players at the EGMs.
The game state data enables each of the EGMs to determine: (a) when
to enable the player playing at that EGM to take certain actions
such as making certain wagers; and (b) when and what payouts to pay
the player playing at that EGM based on any of that player's wagers
and the outcomes of the rolls of the physical dice at the physical
craps table.
For example, the game state data can include any of the following
data regarding the pair of dice: (a) data indicating the position
of the physical dice on the playing surface of the physical craps
table when the live players are making wagers; (b) data indicating
movement of the physical dice on the playing surface of the
physical craps table by the dealer (using the stick) and toward a
shooter; (c) data indicating any rearrangement of the physical dice
by the shooter on the playing surface of the physical craps table;
(d) data indicating the shooter picking up the physical dice; (e)
data indicating the period of time when the physical dice are held
by the shooter before the roll of the physical dice by the player
(and thus not on the playing surface of the physical craps table);
(f) data indicating the roll of the physical dice onto the playing
surface of the physical craps table; (g) data indicating the
positions of the physical dice after both dice stop moving; (h)
data indicating the positions of the dice if one or both of the
physical dice are in an invalid position; (i) data indicating the
numbers on the face up sides of the physical dice when the physical
dice are in valid positions; and (j) data indicating the movement
of the physical dice to a holding position while any wagers are
paid out based on that roll of the dice and while any additional
wagers are being made prior to the next roll of the physical
dice.
The present disclosure further contemplates that the game state
data can include but is not limited to any of the following data
regarding each play of the craps game: (a) data indicating the
start of a play of a craps game at the physical craps table; (b)
data indicating that the craps game is in the "come-out" phase; (c)
data indicating that no "point" has yet been selected for that play
of the craps game; (d) data indicating whether the ON/OFF disc or
button is in the ON position or the OFF position; (e) data
indicating the position that the ON/OFF disc or button is at on the
playing surface of the physical craps table (i.e., the point number
that it is at); (f) data indicating the outcome or numbers on the
dice for each roll of the dice; (g) data indicating that the craps
game is in the "point" phase; (h) data indicating the point for
that play of the craps game; (i) data indicating that a point has
been rolled; and (j) data indicating that a seven has been
rolled.
It should be appreciated that the specific game state data sent to
an EGM will determine whether the EGM will enable a player to start
participating in a play of a craps game at the physical craps table
after that play of the craps game has begun.
Example Physical Craps Table Monitoring Systems, Craps Game State
Data Processing System, and Dealer Station
In various example embodiments of the craps gaming system of the
present disclosure, the physical craps table monitoring system 50,
the craps game state data processing system 60, and the dealer
station 70 of the craps gaming system 10 work together to monitor
the physical craps table 20 including the physical actions at a
physical craps table 20, relay one or more feeds thereof, interpret
certain of those physical actions, confirm certain of those
interpreted physical actions, and provide the appropriate feeds and
game state data to remote EGMs in real time or substantially real
time to enable additional player participation in the physical
craps game at the remote EGMs.
In various example embodiments of the craps gaming system of the
present disclosure, the physical craps table monitoring system 50,
the craps game state data processing system 60, and the dealer
station 70 of the craps gaming system 10 also work individually or
together to record or store of the determined game state data and
associate such game state date directly with captured and stored
video images.
In various embodiments of the present disclosure, as mentioned
above, the craps game state data processing system 60 for the
physical craps table is part of the dealer station 70 at the
physical craps table as generally shown in FIG. 2A.
In various other embodiments of the present disclosure, the craps
game state data processing system and dealer station are separate
systems and are in communication with each other or configured to
communicate with each other as generally shown in FIGS. 2B and 2C.
In various such embodiments, the craps game state data processing
system 60 can be configured to operate with multiple physical craps
table monitoring systems 50 and multiple dealer stations 70 at or
associated with multiple physical craps tables 20. In various such
embodiments, the craps game state data processing system 60 can be
configured to switch from providing one or more EGMs with: (i)
first craps table video feeds and first craps game state data
obtained based on craps game play at a first physical craps table,
to (ii) other or second craps table video feed and other or second
craps game state data obtained based on craps game play another or
second physical craps table. In various embodiments of the present
disclosure, this configuration enables the gaming system to find
active physical craps tables and match them with active EGMs so
that that players at active EGMs are always provided with the
ability to participate in crap game plays at a physical craps table
(even though one or more physical craps table of the craps gaming
system are not active).
For ease of description, the configurations and operations of the
craps game state data processing system and dealer station are
separately described herein, although it should be appreciated that
the configurations and operations can be combined in accordance
with the present disclosure.
In various example embodiments of the present disclosure, the
physical craps table monitoring system 50 and the craps game state
data processing system 60 operate without any interaction or with
very little interaction from any of the dealers at the physical
craps table. In these example embodiments, the physical craps table
monitoring system and the craps game state data processing system
interpret all necessary physical actions at the physical craps
table (including the sequential states of the play of each craps
game and each material movement of the dice including roll
outcomes) and provide the appropriate game state data to the remote
EGMs in real time or substantially real time to enable additional
player participation in the physical craps game (all without
regular or without any inputs from any of the dealers at the
physical craps table). In these example embodiments, no dealer
station is needed at the physical craps table and the dealers at
the physical craps table do not need to take additional actions at
a dealer station. In these example embodiments, a dealer station
could be provided for a rare instance in which dealer input is
absolutely needed for the physical craps table.
Thus, it should be appreciated that in various example embodiments
of the present disclosure, the physical craps table monitoring
system and the craps game state data processing system can operate
with limited interaction from one or more of the dealers at the
physical craps table. In these example embodiments, the inputs from
a dealer at the physical craps table are confirmatory inputs which
are used to confirm the interpretation of one or more of the
physical actions at the physical craps table captured by the
physical craps table monitoring system and determined by the craps
game state data processing system, or for other special
circumstances.
In various other example embodiments of the present disclosure as
generally illustrated in FIGS. 4 and 5, the physical craps table
monitoring system and the craps game state data processing system
operate with regular interaction from one or more of the dealers at
the physical craps table. It should be appreciated that the use of
the term dealer in the present disclosure is meant to include
anyone that may make inputs regarding events at the physical craps
table and does not need to be one of the three people (described
above) that typically act as dealers at a physical craps table. The
present disclosure contemplates that the person who makes these
inputs could be a person monitoring the physical craps table at a
location near the physical craps table or at a location remote from
the physical craps table. In certain such example embodiments, the
person making such inputs can be watching the live video feed from
the physical craps table and making inputs at a remote dealer
station to confirm or create or assist in creating the game state
data.
In certain of the example embodiments of FIGS. 1 to 7C, the inputs
from a dealer using the dealer station at the physical craps table
at least partly enable the physical craps table monitoring system
and the craps game state data processing system to determine all of
the necessary physical actions that occur at the physical craps
table (including the states of the play of the craps game including
the material dice movements including the dice roll outcomes) to
create the game state data that is provided by the gaming system
over a data network to the remote EGMs for the remote EGMs to in
real time or substantially in real time enable additional player
participation in the physical craps game.
As mentioned above, in various example embodiments of the present
disclosure, the physical craps table monitoring system and the
craps game state data processing system provide the continuous live
video feed and the game state event data through a suitable
electronic data network to the EGMs. This enables each EGM to
display the continuous live video of the physical craps table to
the player of the EGM. This also enables each EGM, in various
embodiments, to provide graphical or simulated rolls of the dice
and outcomes as corresponding to the game state data that is
associated with rolls of the dice.
In various other example embodiments of the present disclosure, the
physical craps table monitoring system and the craps game state
data processing system provide only selected live video feed (such
as selected video feed of the rolls of the dice) and game state
event data over an electronic data network to the EGMs. This
reduces the amounts of data transmission, while still enabling each
EGM to display the selected video feed to the player of the EGM and
to make determinations of any winning outcomes for the player at
the EGM based on the received game state data and wagers made by
the player at the EGM.
In certain embodiments of the present disclosure, the physical
craps table monitoring system directly or indirectly communicates
the live video feed of the physical craps table to the dealer
station at the physical craps table to enable a dealer to see the
video images of the physical craps table including the movements of
physical dice being captured by the physical craps table monitoring
system.
In various other example embodiments of the present disclosure, the
physical craps table monitoring system and the craps game state
data processing system provide game state event data over a data
network to the EGMs (without any video feed) to enable each EGM to
make determinations of any winning outcomes for the player at the
EGM based on the game state data wagers made by the player at that
EGM. In various such embodiments, the EGM may be configured to
provide graphical or simulated rolls of the dice and outcomes
corresponding to each game state data that is associated with the
rolls of the dice and the outcomes.
Example Physical Craps Table Monitoring System
In the example embodiment of FIGS. 1 to 7C, the physical craps
table monitoring system includes one or more table monitoring
devices such as one or more analog or digital video cameras (shown
in FIGS. 3A and 3B) positioned above the playing surface 24 of the
physical craps table 20. These video cameras are configured to
capture all of the actions, events, or material actions or events
at the physical craps table (e.g., capture all of the physical
material actions or events on or above the playing surface of the
physical craps table including all or substantially all movements
of and positions of the dice on or above the playing
surface--including all rolls of the dice).
In various embodiments, the video cameras of the physical craps
table monitoring system 50 are positioned above the physical craps
table 20. In the illustrated example embodiment of FIGS. 3A and 3B,
each of the video cameras is aimed downwardly at the physical craps
table 20. It should be appreciated that multiple video cameras
shown in FIG. 3B will likely better capture all of the physical
movements at the physical craps table than a single video camera as
shown in FIG. 3A. It should be appreciated that multiple cameras
can also be used to diminish the effect of any of the players
blocking parts of the playing surface of the physical craps
table.
In various other embodiments, one or more of the video cameras (not
shown) of the physical craps table monitoring system are
alternatively or additionally positioned along the upright wall 26
of the physical craps table 20 such as below the upper ledge or rim
28 of the physical craps table 20. In these embodiments, each of
the cameras is aimed at least partially downwardly at the playing
surface 24 of physical craps table 20.
In various example embodiments of the present disclosure, the
physical craps table monitoring system sends the captured live
video feed of the physical craps table to the craps game state data
processing system. This enables the craps game state data
processing system to use that live video feed: (a) to relay that
live video feed to the EGMs; and (b) to determine the necessary
game state data from selected frames of the live video feed.
In various example embodiments of the present disclosure, the
physical craps table monitoring system and the craps game state
data processing system operate to determine all material or
relevant physical actions related to the physical dice at the
physical craps table to determine the game state data. In various
such embodiments of the present disclosure, the physical craps
table monitoring system functions as a physical dice position
tracking system focused on capturing the positions of the dice at
each and every significant point described above during a
conventional play of a craps game at a physical craps table. These
positions include but are not limited to: (a) a position of the
physical dice when the live players are making wagers on the
playing surface of the physical craps table; (b) the movement of
the physical dice on the playing surface of the physical craps
table by the dealer (using a stick) and toward a shooter; (c) any
rearrangement of the physical dice by the shooter on the playing
surface of the physical craps table; (d) the shooting picking up
the physical dice; (e) the period of time when physical dice are
held by the shooter before the roll of the physical dice by the
player (and thus not on the playing surface of the physical craps
table); (f) the roll of the physical dice onto the playing surface
of the physical craps table; (g) the positions of the physical dice
after both dice stop moving; (h) the positions of the dice if one
or both of the physical dice are in an invalid position; (i) the
numbers on the face up sides of the physical dice when the physical
dice are in valid positions; and (j) the movement of the physical
dice to a holding position while any wagers are paid out based on
that roll of the dice and while any additional wagers are being
made prior to the next roll of the physical dice.
In various other example embodiments of the present disclosure, the
physical craps table monitoring system sends the captured live
video feed of the physical to the craps game state data processing
system. This enables the craps game state data processing system to
use that live video feed to relay that live video feed to the EGMs
in a coordinated manner with the necessary game state data However,
in these alternative embodiments, the game state data is determined
by the craps game state data processing system and/or by the dealer
station directly based on specific inputs made by a dealer at the
dealer station. In these example embodiments, the captured live
video feed is not used to determine the game state data; rather,
the inputs made by the dealer are used to determine the game state
data.
In various example embodiments, the craps game state data
processing system which generally includes one or more
communication systems and one or more servers (including one or
more processors and one or more memory devices that store a
plurality of instructions executable by the processors to cause the
processor to perform the various functions described herein) is
generally configured to: (a) receive live video feed from the
physical craps table monitoring system; (b) send the received live
video feed to the dealer stations and to the EGMs; (c) analyze the
live video feed received from the physical craps table monitoring
system; (d) receive data from the dealer station(s); (e) send game
state data to the dealer stations; and (f) send game state data to
the EGMs. In various such example embodiments, the craps game state
data processing system analyzes the live video feed received from
the physical craps table monitoring system and receives inputs from
the dealer station to determine specified game state data from the
various possible game state data described such as to determine the
locations and values of the rolled pair of dice.
In various other example embodiments, the craps game state data
processing system is generally configured to: (a) receive live
video feed from the dealer station which receives such video feed
from the physical craps table monitoring system; (b) send the
received live video feed to the EGMs; (c) analyze the live video
feed received from the dealer station on a frame by frame or
selected frame basis; (d) receive game state data from the dealer
station; and (e) send game state data to the EGMs. It should be
appreciated that the craps game state data processing system can
analyze such frames using any suitable video or image processing
systems that are currently known or developed in the future.
Thus, it should be appreciated that in various different
embodiments of the gaming system, at each material point during
each play of the craps game at the physical gaming table or for
each change in state of the play of craps game at the physical
gaming table, the dealer station and/or the craps game state data
processing system determines the respective game state data and
communicates that game state data to the EGMs.
FIGS. 4 and 5 generally illustrate certain parts of or steps of an
example method or process indicated by numerals 200 and 300 that
the craps game state data processing system performs relating to
the detection of the dice and movements thereof for the
determination of certain game state data to send to the EGMs.
Generally, the craps game state data processing system employs this
method to: (a) analyze the video feed to determine when a player at
an EGM can and cannot make a wager; and (b) determine the numbers
on the dice after a roll of the dice to enable the EGMs to handle
the EGM player wagers.
This first part of the process as shown in FIG. 4 and indicated by
numeral 200 starts as indicated by oval 210. The craps game state
data processing system selects one or more frames (such as a single
frame) from the video camera feed as indicated by block 220 to
detect the location of the dice as indicated by block 220 and to
determine if the dice are in a holding position on the playing
surface such as a holding area of the playing surface of the
physical craps table as indicated by block 230 and diamond 240. If
the craps game state data processing system does not detect that
the dice are in a holding position on the playing surface of the
physical craps table, the craps game state data processing system
returns to selecting another image as indicated in FIG. 4. If the
craps game state data processing system detects that the dice are
in a holding position on the playing surface such as a middle area
of the playing surface of the physical craps table, the craps game
state data processing knows that the dice are not yet going to be
rolled due to the position of the dice and sends suitable game
state data to the EGMs to enable or allow players at those EGMs to
place wagers as indicated by block 250.
After a period of time which generally corresponds to the live
players at the physical craps table making wagers, the dealer uses
the stick to push the dice towards the player who will be the
shooter when it is time for the shooter to roll the dice. The craps
game state data processing system selects and analyzes one or more
frames (such as a single frame) of the video feed to determine if
the dice are being pushed towards a player as indicated in blocks
260 and 270 and by diamond 280. If the craps game state data
processing system determines that the dice are not yet being pushed
towards a player, the craps game state data processing system
repeats the process indicated by blocks 260 and 270 and by diamond
280. If the craps game state data processing system determines that
the dice are being pushed towards a player, the craps game state
data processing system creates and sends game state data to the
EGMs to indicate that the dice are about to be rolled or other
suitable game state data to cause the EGMs to stop taking wagers
from players at the EGMs as indicated by block 290. It should be
appreciated that the craps game state data processing system may
break this step up into several sub steps such as selecting and
analyzing individual frames from the video feed to determine when
the dice are close to the player and exactly when to send game
state data to the EGMs to stop accepting bets.
Alternatively or additionally, when the shooter picks up the dice
from the playing surface of the physical craps table, the craps
game state data processing system analyzes one or more frames (such
as a single frame) of the video feed to detect this event (i.e.,
that the dice numbers are no longer visible on the playing surface
which indicates that the dice are in or under a the shooter's
hand(s) to create game state data to send to the EGMs to indicate
that the dice are about to be rolled or other suitable game state
data to cause the EGMs to stop taking wagers from players at the
EGMs).
This next part of the process starts, as indicated by oval 310 of
FIG. 5, after the craps game state data processing system has
previously detected that the dice are in a holding position on the
playing surface such as a middle area of the playing surface of the
physical craps table. At this point in the process, the craps game
state data processing system is waiting for the dice roll and
starts selecting frames for evaluation as indicated by block 320.
At this point, the craps game state data processing system knows
that the dice are going to be rolled.
After the shooter rolls the dice, the craps game state data
processing system can analyze one or more selected frames (such as
a single frame) of the video feed to detect that the dice are
moving. The craps game state data processing system can, but would
not necessary, create and send game state data to the EGMs to
indicate that the dice are rolling.
After the dice stop rolling, generally the craps game state data
processing system analyzes one or more frames (such as a single
frame) of the video feed to determine the location of the dice and
to determine the numbers on the stopped dice to create game state
data to send to the EGMs to provide each EGM the numbers shown on
the dice so that each EGM can determine any payouts that need to be
made to the player of that EGM based on any wagers that the player
made for that roll of the dice. More specifically, as indicated in
FIG. 5, the craps game state data processing system selects one or
more frames (such as a single frame) that indicates the dice after
the dice have stopped rolling as indicted by block 330. The craps
game state data processing system analyzes each of the selected
frame(s) to determine the dice location and the dice numbers as
indicated by block 340. For example, if a shooter at the physical
craps table rolls a 6, the craps game state data processing system
will send game state data of such die number to the EGMs.
If the craps game state data processing system cannot find the two
dice or a selected frame with the two dice, or cannot determine the
numbers on the dice as illustrated by diamonds 350 and 360, in this
illustrated example embodiment, the craps game state data
processing system will send a message to the dealer station to seek
additional information from a dealer at the physical craps table as
indicated by block 370. In such case where the roll is an invalid
roll, the dealer will enter such a corresponding input that the
roll is invalid into the dealer station. The craps game state data
processing system will use such input or data from the dealer
station to create and send game state data to the EGMs indicating
that the roll was invalid, and then return to the point of waiting
for a subsequent roll of the dice as indicated in FIG. 5. It should
be appreciated that the gaming system and specifically the craps
game state data processing system can account for invalid rolls in
other different suitable manners in accordance with the present
disclosure. Thus, the gaming system and specifically the craps game
state data processing system accounts for dice position errors and
edge conditions such as a die not landing flat on the playing
surface, a die touching a players hand, or a die landing outside
the craps table.
After the craps game state data processing system analyzes the
selected frame and determines the dice location and the dice
numbers, the craps game state data processing system in this
illustrated example embodiment: (a) sends first outcome game state
data indicating the state of the play of the craps game (such as
point phase and point information) to the EGMs (if for this roll of
the dice it has not already done so) as indicated by block 380; and
(b) sends second outcome game state data indicating the numbers on
the rolled dice to the EGMs as indicated by block 390. The craps
game state data processing system will then return to the point of
waiting for a subsequent roll of the dice as indicated in FIG.
5.
It should further be appreciated that in various different
embodiments of the gaming system, the physical craps table
monitoring system is used to capture and record security video of
the physical craps table game. In various such embodiments, the
craps gaming system of the present disclosure stores these video
recordings with certain of the determined associated game state
data. In various embodiments, the craps gaming system of the
present disclosure enables these stored video recordings and
related game state data to be searched by designated
characteristics such as but not limited to: (a) players and their
positions at the physical craps tables; (b) wagers made by player;
(c) dice locations and physical movements of the dice; (d) outcomes
of die rolls; (e) invalid rolls of the dice; and (f) manual entries
by the dealer to change the dice values.
Rules, Minimums, Limits, and Paybacks
The present disclosure contemplates that the rules for the plays of
the crap game at the EGMs can be the same or can be different than
at the physical craps table. In the situations where they are
different, the EGMs only need to receive certain game state data
from the craps game state data processing system and use such
received game state data to make determinations based on the rules
being applied by the EGMs.
The present disclosure also contemplates that the player wagering
requirements, minimums, and limits at the EGMs can be the same or
can be different than at the physical craps table. For example, a
physical craps table may have a relatively high minimum wager
amount such as a $25, $50, or $100 minimum wager amount. Such
physical craps tables would be typically considered to be catering
toward higher rated players. The EGMs associated by the craps
gaming system with such a physical craps table can have lower
minimum wager amounts such as a $1 minimum wager amount. Thus, the
craps gaming system of the present disclosure can enable players
who do not or cannot wager such larger amounts to actively
participate in a high minimum wager physical craps game.
The present disclosure further contemplates that one or more of the
payouts or paybacks for the crap game at the EGMs can be the same
or can be different than at the physical craps table.
Example Dealer Stations
The present disclosure contemplates various dealer stations and
various displays at the dealer station, and various inputs enabled
at the dealer stations. As mentioned above, the dealer station and
the craps game state data processing system can in various
embodiments be a combined or single unit. In the example
embodiments described herein, the dealer station is described as a
separate device from the craps game state data processing system
for ease of description.
In various example embodiments, the dealer station includes a
housing, one or more processors supported by the housing, one or
more memory devices supported by the housing and configured to
store a plurality of instructions executable by the processors, a
display device supported by the housing, one or a plurality of
input devices supported by the housing (including physical buttons
and/or one or more touch screens), and suitable communication
systems for enabling communication with other components of the
craps gaming system such as the craps game state data processing
system, the physical craps table monitoring system, and the
EGMs.
The display device of the dealer station can be configured to
display the live video feed of the physical craps table, events or
indications of events that occur at the physical craps table, or
requests or opportunities for inputs from the dealer regarding
events that have occurred or that will occur at the physical craps
table.
For example, the dealer station can generally be configured to
display any of the following: (a) the live video feed of the
physical game table; (b) the state of the play of the craps game;
(c) the position of the dice determined by the craps game state
data processing system; and (d) the dice numbers after a roll as
determined by the craps game state data processing system.
The dealer station can also be configured to make requests to or
enable inputs (by one or more buttons and/or the touch screen) from
the dealer of any of the following: (a) indicate that player
wagering is on, available, or allowed; (b) indicate that player
wagering is off, not available, or not allowed; (c) an entry of or
confirmation of the state of the craps game play; (d) an entry of
or confirmation of the position of the dice determined by the craps
game state data processing system; (f) a position of the dice; (g)
a confirmation of the numbers shown on the dice after a roll of the
dice as determined by the craps game state data processing system;
and (h) an entry of the numbers shown on the dice after a roll of
the dice.
It should thus be appreciated that in various example embodiments,
the gaming system and specifically the dealer station enables a
dealer to make one or more inputs that a roll of the dice is
invalid. For example, when one or more of the dice is rolled and
lands on edge, goes off the physical craps table, and/or is
interfered with, the deader station enables the dealer to make an
input declare that the roll was invalid. In various example
embodiments, the craps game state data processing system is
configured to receive data from the dealer station indicating that
such roll was invalid and use that data to determine the
appropriate game state data to send to the EGMs. In various example
embodiments, such data overrides any determination made by the
craps game state data processing system regarding the positions or
numbers shown on the dice for that roll. Similarly, in various
example embodiments, when the craps game state data processing
system determines that that one or more die is missing from
physical craps table, the craps game state data processing system
can send a request to the dealer station to ask the dealer to
confirm such determination. In various example embodiments, such
data from the dealer station will override any determination made
by the craps game state data processing system regarding the
positions or numbers on the dice for that roll.
In various example embodiments, the gaming system and specifically
the dealer station is configured to enable a dealer to make one or
more inputs regarding an invalid roll of the dice that are
considered security events. These security event inputs include,
for example, a date, a time, a request that one or more still
images or video captures of the event be stored. It should be
appreciated that this stored data can be used in later forensics
examination to detect player cheating or if a dealer was improperly
entering game data such as game outcomes such as die numbers.
As mentioned above, the various dealer inputs and data resulting
therefrom can assist: (a) in the operation of the craps game state
data processing system; (b) in the craps game state data processing
system determining the various game state data to send to the EGMs;
(c) the craps game state data processing system in confirming
determinations made by the craps game state data processing system;
and/or (d) the craps game state data processing system in making
determinations when craps game state data processing system is
unable to otherwise make such determinations.
In various example embodiments, the dealer station can also enable
a dealer to make one or more inputs to cause a notification to be
sent to a player at one of the remote EGMs (or elsewhere) that a
seat or position at the physical craps table is open or has opened
up. For example, when a seat or position becomes available at the
physical craps table, the dealer could input that information into
the dealer station using the touch screen of the dealer station.
The actual seat or position could be specified, the number of seats
open could be specified, or simply that a seat is open could be
specified. This information could be sent to one or more EGMs based
on one or more characteristics or rules.
This feature gives players at the EGMs the opportunity to join the
play at the physical craps table if desired. In various example
embodiments, the EGMs can be configured to enable a player to make
an input that they want to join the physical craps table if a seat
or position becomes available at the physical craps table. In
various example embodiments, the EGMs can be also configured to
enable a player to make an input that they will join the physical
craps table after being notified that a seat or position becomes
available. In various example embodiments, the EGMs can be
configured to send this notification back to the dealer station so
that the dealer knows that the dealer should hold the open seat or
position at the physical craps table for the player until the
player arrives at the physical craps table.
In various example embodiments, the dealer station can notify
players based on one or more factors such as but not limited to
player status such as player loyalty club status or points or
amounts played or wagered by the player. In these example
embodiments, a player with a higher status would be notified before
a player with lower status.
In various example embodiments, the dealer station could only
notify certain player at EGMs based on the location of the EGMs.
For example, a physical craps table could be connected to EGMs near
the physical craps table and to EGMs located at a distant location
such as another room, another casino, or over the internet. In such
a situation, the dealer station can decide to only notify those
players at EGMs that are located near the physical craps table.
In various example embodiments, the dealer station is configured to
receive, maintain, and send various player seating or positioning
data for the physical craps table. For example, in various example
embodiments, an EGM is configured to: (a) enable the player at that
EGM to make one or more inputs to request or reserve a seat or
position at the physical craps table; and (b) send such request to
the dealer station. In various example embodiments, the dealer
station is configured to: (a) receive such requests or reservations
for a seat or position at the physical craps table; (b) send an
acknowledgement of such request back to the EGM; (c) place the
player identification in a que for seating or positioning at the
physical craps table; and (d) send a notification to the EGM when a
seat or position at the physical craps table has opened based on
the que.
In various example embodiments, the order of the que maintained by
the dealer station can be determined by one or more characteristics
such as but not limited to: (a) an order of the requests received;
(b) the player status such as player loyalty club status of the
players who made such requests; (c) the amounts of wagers made by
the players; (d) the amounts won by the players; and (e) the
amounts lost by the players. In various such embodiments, the
dealer station displays a seating queue to the dealer at the
physical craps table so that the dealer holds the seats or
positions for the players at the appropriate times.
In various example embodiments, the gaming system of the present
disclosure alternatively or additionally enables players to access
a seat or position reservation mechanism or system from one or more
other electronic devices besides the EGMs. For example, the gaming
system can be configured to enable player to use their computer or
electronic mobile device to access a web site or use a mobile
application to reserve a seat or position at the physical craps
table. In various such embodiments, the reservation can be
associated with a player account, a player loyalty card or number,
or a mobile application with the player information. In certain
such embodiments, upon arriving at the physical craps table, the
gaming system is configured to enable the player to use their
player loyalty card or number, or their electronic mobile device to
check in for the seat or position at the physical craps table.
EGM Displays
In various example embodiments of the present disclosure, the EGMs
are configured to display any of the following: (a) a real time or
substantially real time continuous video feed of the physical craps
table; (b) a real time or substantially real time regular but not
continuous video feed of the physical craps table; (c) video of
selected events at the physical craps table; (d) graphical
representations corresponding to events at the physical crap table;
(e) indications of the craps game state (such as an indications
that the craps game at the physical craps table is at the come out
state, the point state, or the point); (f) outcomes of the dice
rolls at the physical craps table; (g) wagers the player can make;
(h) the wagers that the player has made and are pending; and (i)
the awards based on the winning wagers that the player has made. It
should be appreciated that the EGM can also display various other
craps game related data, wagering game conventional information
and/or data such as but not limited to the player's credit
balance,
Players at the EGMs but No Players at the Physical Craps Table
In various embodiments, the craps gaming system of the present
disclosure accounts for situations when there are no live players
at the physical craps table but there are one or more players at
the EGMs associated with that empty physical craps table.
It should be appreciated that this can occur due to many different
reasons. For example, certain players will prefer to sit at the
EGMs because: (a) they are more comfortable in a seated position;
(b) they prefer the relative privacy of not having other people
watching their wagering; (c) they prefer to wager on the action at
the physical craps table but do not wish to take a turn rolling the
dice; or (d) of one or more of a variety of other reasons.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure disables or inactivates the
respective EGMs associated with that physical craps table.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure disassociates the respective EGMs
from that physical craps table.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure disassociates the respective EGMs
from that physical craps table and re-associates the respective
EGMs with another physical craps table with one or more live
players.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure disassociates the respective EGMs
from that physical craps table and re-associates the respective
EGMs with a random number generator that will generate numbers used
to determine the dice rolls (which can be done for a group of EGMs
or on an individual EGM basis)
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure disassociates the respective EGMs
from that physical craps table and re-associates the respective
EGMs with a random number generator that will generate numbers used
to determine the dice rolls. The craps gaming system can do this
for a group of EGMs or on an individual EGM basis. The craps gaming
system can alternatively turn over control for such random number
generation for plays of the craps game to the individual EGMs.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure can receive random dice values
chosen at the dealer station of the physical craps table.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure can enable a dealer to roll the
dice as a shooter at the physical craps table.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure can enable a player at one of the
EGMs to cause a suitable mechanical dice rolling mechanism to roll
the dice as a shooter at the physical craps table (or alternatively
in another location).
In various example embodiments, the dealer station is configured to
enable a dealer to enter one or more inputs into the dealer station
indicating that there are no live players at the physical craps
table (in the situations when there are not players at the physical
craps table). Likewise, in various embodiments, the dealer station
is configured to enable a dealer to enter one or more inputs into
the dealer station indicating that one or more live players have
arrived or are seated or positioned at the physical craps
table.
In various example embodiments, when there are no live players at
the physical craps table but there are one or more players at the
EGMs associated with that physical craps table, the craps gaming
system of the present disclosure can replay previous live video
feed of dice rolls (from that physical craps table or another
physical craps table) and use associated game state data.
For example, when there are players at the physical craps table,
the craps gaming system and specifically the craps game state data
processing system can selectively record videos of dice roll
outcomes and store such videos with related game state data. In
this manner, the craps game state data processing system can store
a library of dice roll videos from dice rolls resulting in values
from 2 to 12. When no players are at the physical craps table, for
each roll needed for players at the EGMs, the craps game state data
processing system can randomly choose one of the saved dice rolls
using a random number generator and send that randomly selected
video along with related game state data to the EGMs to play the
recorded video of the selected previous live dice roll and use the
accompanying game state data to determine the outcomes for the
players. Alternatively, when no players are at the physical craps
table, for each roll needed for players at the EGMs, the craps game
state data processing system can randomly choose a die roll outcome
(such as one of the numbers 2 to 12) and then select an associated
saved die roll video corresponding to that randomly selected number
and send that selected video along with related game state data to
the EGMs to play the recorded video of the selected previous live
dice roll and use the accompanying game state data to determine the
outcomes for the players. In various such embodiments, the EGMs
will display an indication to the players when the video is live
and when it is recorded in some manner as to not be misleading to
the player.
It should be appreciated that while the player's credit balance,
the player's wager, and any awards can be displayed by the EGMs as
amounts of monetary credits or currency, in other embodiments, one
or more of such player's credit balance, such player's wager, and
any awards provided to such a player may be for non-monetary
credits, promotional credits, and/or player tracking points or
credits.
Players at Mobile EGMs
In various example embodiments, the craps gaming system of the
present disclosure alternatively or additionally enables players to
participate in the physical craps table as otherwise explained
herein using electronic mobile devices as the EGMs. For example,
the craps gaming system can be configured to enable players to use
their computers or electronic mobile devices (such as their cell
phones) to access a web site or use a mobile application to
participate in plays of games at the physical craps table. In
various such embodiments, the craps gaming system keep track of
player accounts for such players. In various example embodiments,
such play using such devices is for monetary credits or currency.
In other various example embodiments, such play for such devices is
for non-monetary credits, promotional credits, and/or player
tracking points or credits. In such embodiments, the craps gaming
system enables player to participate in real money or currency
craps games at physical craps tables while not wagering real money
or currency.
Advantages & Additional Alternative Embodiments
It should be appreciated from the above, that one advantage of the
present disclosure is that the craps gaming system dramatically
increases the quantity of players that can play a crap game. More
specifically, a typical physical craps table can only accommodate
approximately 10 to 12 players. The craps gaming system of various
embodiments of the present disclosure can accommodate substantially
more players such as hundreds of players in additional to the 10 to
12 players at the physical craps table. The craps gaming system
also enables the remote players to be in the same casino as the
physical craps table where the dice are being rolled or can be
remote from that casino (i.e., they can be at another casino or
virtually anywhere around the world).
Another advantage of the craps gaming system of the present
disclosure is that it enables many players to remotely and
simultaneously play a craps game with live players and with live
dealers (which can include one or more live people functioning as
the shooters).
Another advantage of the craps gaming system of the present
disclosure is that it enables players are weary of random number
generators or electronically randomly determined outcomes typically
provided by electronic gaming machines such as slot machines to
participate in a live craps game random outcomes determined by
rolls of the dice, and thus feel that the craps game is fair
because they can trust a physical outcomes of each roll of the
dice.
Another advantage of the craps gaming system of the present
disclosure is that it optimizes the use of the physical craps table
and the live dealers at that table, and thus maximizes revenue.
Another advantage of the craps gaming system of the present
disclosure is that it accounts for situations where no players are
at or playing at the physical craps table while one or more players
are playing at the remote EGMs.
Another advantage of the craps gaming system of the present
disclosure is that it enables players to participate in a live
craps game at a physical craps table while betting lower amounts
than are typically required to be bet at a physical craps table (or
non-credit values such as for causal game play).
Another advantage of the craps gaming system of the present
disclosure is that it enables a player playing at a remote EGM
associated with a physical craps table such as a player sitting at
an EGM to reserve a next player seat or position or opening at the
physical craps table.
Another advantage of the craps gaming system of the present
disclosure is that it enables a player playing at a remote EGM
associated with a physical craps table such as a player sitting at
an EGM to be notified when a position is open at that physical
craps table so the player can move from the EGM to the physical
craps table for subsequent play of the physical craps game.
Another advantage of the craps gaming system of the present
disclosure is that in various embodiments it automatically monitors
the rolls of the dice, detects the various betting states at a
physical craps table, and eliminates the need for the live
dealer(s) at that physical craps table to have to manage or provide
inputs or substantial for the craps gaming system while trying to
simultaneously manage the physical craps table. In such
embodiments, that the dealers simply deal craps and do not need pay
any or much attention to or have much interaction with the gaming
system of the present disclosure.
Another advantage of the craps gaming system of the present
disclosure is that it provides a method of managing player
positioning or seating at one or more physical craps table.
Another advantage of the gaming system of the present disclosure is
that it provides the ability to monitor the physical craps tables
with cameras for security events and historical game recalls.
Another advantage of the gaming system of the present disclosure is
that it improves security because the game state data processing
system is configured to evaluate and record or store of the game
state data determine by it and associate such game state date
directly with captured and stored video images.
Another advantage of the gaming system of the present disclosure is
that it enables a physical craps table to be located in a different
facility from the EGM. This enables a casino that is relatively
small and doesn't have the revenue to support staffing of a
physical craps table at that casino to provide access through the
EGMs to such physical craps tables.
Another advantage of the gaming system of the present disclosure is
that it enables future add on game features at the EGMs.
In various alternative embodiments of the present disclosure, the
craps gaming system includes one or more physical dice rolling or
throwing machines that are configured to roll or throw a pair of
dice when a player is unavailable to roll the dice (such as when no
player is at the physical craps table or when no player at the
physical craps table wants to roll the dice).
In various other alternative embodiments of the present disclosure,
the gaming system includes one or more physical dice rolling
machines that are configured to roll the dice at or associated with
the physical craps table that is not available to players.
In various embodiments of the present disclosure, the EGMs can add
features to one or more plays of the craps game. In various
embodiments, such features that may be activated in association
with the play of the craps game include, but are not limited to: i.
a modifier, such as a multiplier, feature; ii. a feature modifying
an amount of credits of a credit balance; iii. a feature modifying
an amount of promotional credits; iv. a feature modifying a placed
wager amount; v. a feature modifying a placed side wager amount;
vi. a feature modifying a rate of earning player tracking points;
vii. a feature modifying a paytable utilized for a play of a game;
viii. a feature modifying an average expected payback percentage of
a play of a game; ix. a feature modifying an average expected
payout of a play of a game; x. a feature modifying one or more
awards available; xi. a feature modifying a range of awards
available; xii. a feature modifying a type of awards available;
xiii. a feature modifying one or more progressive awards; xiv. a
feature modifying which progressive awards are available to be won;
xv. a feature modifying one or more modifiers, such as multipliers,
available; xvi. a feature modifying a generated outcome (or a
designated generated outcome); xvii. a feature modifying a
generated outcome (or a designated generated outcome) associated
with an award over a designated value; xviii. a feature modifying a
triggering event of a play of a secondary or bonus game; xix. a
feature modifying an activation of a secondary or bonus display
(such as an award generator); xx. a feature modifying a quantity of
activations of a secondary or bonus display (e.g., a feature
modifying a quantity of spins of an award generator); xxi. a
feature modifying a quantity of sections of a secondary or bonus
display (e.g., a feature modifying a quantity of sections of an
award generator); xxii. a feature modifying one or more awards of a
secondary or bonus display; xxiii. a feature modifying an
activation of a community award generator; xxiv. a feature
modifying a quantity of activations of a community award generator;
xxv. a feature modifying a quantity of sections of a community
award generator; xxvi. a feature modifying one or more awards of a
community award generator; xxvii. a feature modifying a generated
outcome (or a designated generated outcome) in a secondary game;
xxviii. a feature modifying a game terminating or ending condition;
and/or xxix. a feature modifying any game play feature associated
with any play of any game disclosed herein.
In various different example embodiments, one or more awards
provided in association with the craps games disclosed herein
include one or more of: a quantity of monetary credits, a quantity
of non-monetary credits, a quantity of promotional credits, a
quantity of player tracking points, a progressive award, a
modifier, such as a multiplier, a quantity of free plays of one or
more games, a quantity of plays of one or more secondary or bonus
games, a multiplier of a quantity of free plays of a game, one or
more lottery based awards, such as lottery or drawing tickets, a
wager match for one or more plays of one or more games, an increase
in the average expected payback percentage for one or more plays of
one or more games, one or more comps, such as a free dinner, a free
night's stay at a hotel, a high value product such as a free car,
or a low value product, one or more bonus credits usable for online
play, a lump sum of player tracking points or credits, a multiplier
for player tracking points or credits, an increase in a membership
or player tracking level, one or more coupons or promotions usable
within and/or outside of the gaming establishment (e.g., a 20% off
coupon for use at a convenience store), virtual goods associated
with the craps gaming system, virtual goods not associated with the
gaming system, an access code usable to unlock content on an
internet.
It should be appreciated that the steps shown in flowcharts of the
example processes or methods of operating the craps gaming system
of the present disclosure can be implemented in various
embodiments, by the execution of sets of instructions stored in one
or more memories and executed by one or more processors of the
craps gaming system. Although the processes and methods are
described with reference to the flowcharts, many other processes of
performing the acts associated with this illustrated process may be
employed. For example, the order of certain of the illustrated
blocks or diamonds may be changed, certain of the illustrated
blocks or diamonds may be optional, or certain of the illustrated
blocks or diamonds may not be employed.
Gaming Systems
The above-described embodiments of the present disclosure may be
implemented in accordance with or in conjunction with or as part of
one or more of a variety of different types of gaming systems, such
as, but not limited to, those described below.
The present disclosure contemplates a variety of different gaming
systems each having one or more of a plurality of different
features, attributes, or characteristics. A "gaming system" as used
herein refers to various configurations of: (a) one or more central
servers, central controllers, or remote hosts; (b) one or more
electronic gaming machines such as those located on a casino floor;
and/or (c) one or more personal gaming devices, such as desktop
computers, laptop computers, tablet computers or computing devices,
personal digital assistants, mobile phones, and other mobile
computing devices.
Thus, in various embodiments, the gaming system of the present
disclosure includes, among other components described above: (a)
one or more electronic gaming machines in combination with one or
more central servers, central controllers, or remote hosts; (b) one
or more personal gaming devices in combination with one or more
central servers, central controllers, or remote hosts; (c) one or
more personal gaming devices in combination with one or more
electronic gaming machines; (d) one or more personal gaming
devices, one or more electronic gaming machines, and one or more
central servers, central controllers, or remote hosts in
combination with one another; (e) a single electronic gaming
machine; (f) a plurality of electronic gaming machines in
combination with one another; (g) a single personal gaming device;
(h) a plurality of personal gaming devices in combination with one
another; (i) a single central server, central controller, or remote
host; and/or (j) a plurality of central servers, central
controllers, or remote hosts in combination with one another.
For brevity and clarity and unless specifically stated otherwise,
the term "EGM" is used herein to refer to an electronic gaming
machine (such as a slot machine, a video poker machine, a video
lottery terminal (VLT), a video keno machine, or a video bingo
machine located on a casino floor). Additionally, for brevity and
clarity and unless specifically stated otherwise, "EGM" as used
herein represents one EGM or a plurality of EGMs, "personal gaming
device" as used herein represents one personal gaming device or a
plurality of personal gaming devices, and "central server, central
controller, or remote host" as used herein represents one central
server, central controller, or remote host or a plurality of
central servers, central controllers, or remote hosts.
As noted above, in various embodiments, the gaming system includes
an EGM (or personal gaming device) in combination with a central
server, central controller, or remote host. In such embodiments,
the EGM (or personal gaming device) is configured to communicate
with the central server, central controller, or remote host through
a data network or remote communication link. In certain such
embodiments, the EGM (or personal gaming device) is configured to
communicate with another EGM (or personal gaming device) through
the same data network or remote communication link or through a
different data network or remote communication link. For example,
the gaming system includes a plurality of EGMs that are each
configured to communicate with a central server, central
controller, or remote host through a data network.
In certain embodiments in which the gaming system includes an EGM
(or personal gaming device) in combination with a central server,
central controller, or remote host, the central server, central
controller, or remote host is any suitable computing device (such
as a server) that includes at least one processor and at least one
memory device or data storage device. As further described herein,
the EGM (or personal gaming device) includes at least one EGM (or
personal gaming device) processor configured to transmit and
receive data or signals representing events, messages, commands, or
any other suitable information between the EGM (or personal gaming
device) and the central server, central controller, or remote host.
The at least one processor of that EGM (or personal gaming device)
is configured to execute the events, messages, or commands
represented by such data or signals in conjunction with the
operation of the EGM (or personal gaming device). Moreover, the at
least one processor of the central server, central controller, or
remote host is configured to transmit and receive data or signals
representing events, messages, commands, or any other suitable
information between the central server, central controller, or
remote host and the EGM (or personal gaming device). The at least
one processor of the central server, central controller, or remote
host is configured to execute the events, messages, or commands
represented by such data or signals in conjunction with the
operation of the central server, central controller, or remote
host. One, more than one, or each of the functions of the central
server, central controller, or remote host may be performed by the
at least one processor of the EGM (or personal gaming device).
Further, one, more than one, or each of the functions of the at
least one processor of the EGM (or personal gaming device) may be
performed by the at least one processor of the central server,
central controller, or remote host.
In certain such embodiments, computerized instructions for
controlling any games (such as any primary or base games and/or any
secondary or bonus games) displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host. In such "thin client" embodiments, the central server,
central controller, or remote host remotely controls any games (or
other suitable interfaces) displayed by the EGM (or personal gaming
device), and the EGM (or personal gaming device) is utilized to
display such games (or suitable interfaces) and to receive one or
more inputs or commands. In other such embodiments, computerized
instructions for controlling any games displayed by the EGM (or
personal gaming device) are communicated from the central server,
central controller, or remote host to the EGM (or personal gaming
device) and are stored in at least one memory device of the EGM (or
personal gaming device). In such "thick client" embodiments, the at
least one processor of the EGM (or personal gaming device) executes
the computerized instructions to control any games (or other
suitable interfaces) displayed by the EGM (or personal gaming
device).
In various embodiments in which the gaming system includes a
plurality of EGMs (or personal gaming devices), one or more of the
EGMs (or personal gaming devices) are thin client EGMs (or personal
gaming devices) and one or more of the EGMs (or personal gaming
devices) are thick client EGMs (or personal gaming devices). In
other embodiments in which the gaming system includes one or more
EGMs (or personal gaming devices), certain functions of one or more
of the EGMs (or personal gaming devices) are implemented in a thin
client environment, and certain other functions of one or more of
the EGMs (or personal gaming devices) are implemented in a thick
client environment. In one such embodiment in which the gaming
system includes an EGM (or personal gaming device) and a central
server, central controller, or remote host, computerized
instructions for controlling any primary or base games displayed by
the EGM (or personal gaming device) are communicated from the
central server, central controller, or remote host to the EGM (or
personal gaming device) in a thick client configuration, and
computerized instructions for controlling any secondary or bonus
games or other functions displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host in a thin client configuration.
In certain embodiments in which the gaming system includes: (a) an
EGM (or personal gaming device) configured to communicate with a
central server, central controller, or remote host through a data
network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is a local area network (LAN) in which
the EGMs (or personal gaming devices) are located substantially
proximate to one another and/or the central server, central
controller, or remote host. In one example, the EGMs (or personal
gaming devices) and the central server, central controller, or
remote host are located in a gaming establishment or a portion of a
gaming establishment.
In other embodiments in which the gaming system includes: (a) an
EGM (or personal gaming device) configured to communicate with a
central server, central controller, or remote host through a data
network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is a wide area network (WAN) in which one
or more of the EGMs (or personal gaming devices) are not
necessarily located substantially proximate to another one of the
EGMs (or personal gaming devices) and/or the central server,
central controller, or remote host. For example, one or more of the
EGMs (or personal gaming devices) are located: (a) in an area of a
gaming establishment different from an area of the gaming
establishment in which the central server, central controller, or
remote host is located; or (b) in a gaming establishment different
from the gaming establishment in which the central server, central
controller, or remote host is located. In another example, the
central server, central controller, or remote host is not located
within a gaming establishment in which the EGMs (or personal gaming
devices) are located. In certain embodiments in which the data
network is a WAN, the gaming system includes a central server,
central controller, or remote host and an EGM (or personal gaming
device) each located in a different gaming establishment in a same
geographic area, such as a same city or a same state. Gaming
systems in which the data network is a WAN are substantially
identical to gaming systems in which the data network is a LAN,
though the quantity of EGMs (or personal gaming devices) in such
gaming systems may vary relative to one another.
In further embodiments in which the gaming system includes: (a) an
EGM (or personal gaming device) configured to communicate with a
central server, central controller, or remote host through a data
network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is an internet (such as the Internet) or
an intranet. In certain such embodiments, an Internet browser of
the EGM (or personal gaming device) is usable to access an Internet
game page from any location where an Internet connection is
available. In one such embodiment, after the EGM (or personal
gaming device) accesses the Internet game page, the central server,
central controller, or remote host identifies a player before
enabling that player to place any wagers on any plays of any
wagering games. In one example, the central server, central
controller, or remote host identifies the player by requiring a
player account of the player to be logged into via an input of a
unique username and password combination assigned to the player.
The central server, central controller, or remote host may,
however, identify the player in any other suitable manner, such as
by validating a player tracking identification number associated
with the player; by reading a player tracking card or other smart
card inserted into a card reader (as described below); by
validating a unique player identification number associated with
the player by the central server, central controller, or remote
host; or by identifying the EGM (or personal gaming device), such
as by identifying the MAC address or the IP address of the Internet
facilitator. In various embodiments, once the central server,
central controller, or remote host identifies the player, the
central server, central controller, or remote host enables
placement of one or more wagers on one or more plays of one or more
primary or base games and/or one or more secondary or bonus games,
and displays those plays via the Internet browser of the EGM (or
personal gaming device). Examples of implementations of
Internet-based gaming are further described in U.S. Pat. No.
8,764,566, entitled "Internet Remote Game Server," and U.S. Pat.
No. 8,147,334, entitled "Universal Game Server."
The central server, central controller, or remote host and the EGM
(or personal gaming device) are configured to connect to the data
network or remote communications link in any suitable manner. In
various embodiments, such a connection is accomplished via: a
conventional phone line or other data transmission line, a digital
subscriber line (DSL), a T-1 line, a coaxial cable, a fiber optic
cable, a wireless or wired routing device, a mobile communications
network connection (such as a cellular network or mobile Internet
network), or any other suitable medium. The expansion in the
quantity of computing devices and the quantity and speed of
Internet connections in recent years increases opportunities for
players to use a variety of EGMs (or personal gaming devices) to
play games from an ever-increasing quantity of remote sites.
Additionally, the enhanced bandwidth of digital wireless
communications may render such technology suitable for some or all
communications, particularly if such communications are encrypted.
Higher data transmission speeds may be useful for enhancing the
sophistication and response of the display and interaction with
players.
EGM Components
FIG. 6 is a block diagram of an example EGM 1000 and FIGS. 7A and
7B include two different example EGMs 2000a and 2000b. The EGMs
1000, 2000a, and 2000b are merely example EGMs, and different EGMs
may be implemented using different combinations of the components
shown in the EGMs 1000, 2000a, and 2000b. Although the below refers
to EGMs, in various embodiments personal gaming devices (such as
personal gaming device 2000c of FIG. 7C) may include some or all of
the below components.
In these embodiments, the EGM 1000 includes a master gaming
controller 1012 configured to communicate with and to operate with
a plurality of peripheral devices 1022.
The master gaming controller 1012 includes at least one processor
1010. The at least one processor 1010 is any suitable processing
device or set of processing devices, such as a microprocessor, a
microcontroller-based platform, a suitable integrated circuit, or
one or more application-specific integrated circuits (ASICs),
configured to execute software enabling various configuration and
reconfiguration tasks, such as: (1) communicating with a remote
source (such as a server that stores authentication information or
game information) via a communication interface 1006 of the master
gaming controller 1012; (2) converting signals read by an interface
to a format corresponding to that used by software or memory of the
EGM; (3) accessing memory to configure or reconfigure game
parameters in the memory according to indicia read from the EGM;
(4) communicating with interfaces and the peripheral devices 1022
(such as input/output devices); and/or (5) controlling the
peripheral devices 1022. In certain embodiments, one or more
components of the master gaming controller 1012 (such as the at
least one processor 1010) reside within a housing of the EGM
(described below), while in other embodiments at least one
component of the master gaming controller 1012 resides outside of
the housing of the EGM.
The master gaming controller 1012 also includes at least one memory
device 1016, which includes: (1) volatile memory (e.g., RAM 1009,
which can include non-volatile RAM, magnetic RAM, ferroelectric
RAM, and any other suitable forms); (2) non-volatile memory 1019
(e.g., disk memory, FLASH memory, EPROMs, EEPROMs, memristor-based
non-volatile solid-state memory, etc.); (3) unalterable memory
(e.g., EPROMs 1008); (4) read-only memory; and/or (5) a secondary
memory storage device 1015, such as a non-volatile memory device,
configured to store gaming software related information (the gaming
software related information and the memory may be used to store
various audio files and games not currently being used and invoked
in a configuration or reconfiguration). Any other suitable
magnetic, optical, and/or semiconductor memory may operate in
conjunction with the EGM disclosed herein. In certain embodiments,
the at least one memory device 1016 resides within the housing of
the EGM (described below), while in other embodiments at least one
component of the at least one memory device 1016 resides outside of
the housing of the EGM.
The at least one memory device 1016 is configured to store, for
example: (1) configuration software 1014, such as all the
parameters and settings for a game playable on the EGM; (2)
associations 1018 between configuration indicia read from an EGM
with one or more parameters and settings; (3) communication
protocols configured to enable the at least one processor 1010 to
communicate with the peripheral devices 1022; and/or (4)
communication transport protocols (such as TCP/IP, USB, Firewire,
IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards),
hiperlan/2, HomeRF, etc.) configured to enable the EGM to
communicate with local and non-local devices using such protocols.
In one implementation, the master gaming controller 1012
communicates with other devices using a serial communication
protocol. A few non-limiting examples of serial communication
protocols that other devices, such as peripherals (e.g., a bill
validator or a ticket printer), may use to communicate with the
master game controller 1012 include USB, RS-232, and Netplex (a
proprietary protocol developed by IGT).
In certain embodiments, the at least one memory device 1016 is
configured to store program code and instructions executable by the
at least one processor of the EGM to control the EGM. The at least
one memory device 1016 of the EGM also stores other operating data,
such as image data, event data, input data, random number
generators (RNGs) or pseudo-RNGs, paytable data or information,
and/or applicable game rules that relate to the play of one or more
games on the EGM. In various embodiments, part or all of the
program code and/or the operating data described above is stored in
at least one detachable or removable memory device including, but
not limited to, a cartridge, a disk, a CD ROM, a DVD, a USB memory
device, or any other suitable non-transitory computer readable
medium. In certain such embodiments, an operator (such as a gaming
establishment operator) and/or a player uses such a removable
memory device in an EGM to implement at least part of the present
disclosure. In other embodiments, part or all of the program code
and/or the operating data is downloaded to the at least one memory
device of the EGM through any suitable data network described above
(such as an Internet or intranet).
The at least one memory device 1016 also stores a plurality of
device drivers 1042. Examples of different types of device drivers
include device drivers for EGM components and device drivers for
the peripheral components 1022. Typically, the device drivers 1042
utilize various communication protocols that enable communication
with a particular physical device. The device driver abstracts the
hardware implementation of that device. For example, a device
driver may be written for each type of card reader that could
potentially be connected to the EGM. Non-limiting examples of
communication protocols used to implement the device drivers
include Netplex, USB, Serial, Ethernet 175, Firewire, I/O
debouncer, direct memory map, serial, PCI, parallel, RF,
Bluetooth.TM., near-field communications (e.g., using near-field
magnetics), 802.11 (WiFi), etc. In one embodiment, when one type of
a particular device is exchanged for another type of the particular
device, the at least one processor of the EGM loads the new device
driver from the at least one memory device to enable communication
with the new device. For instance, one type of card reader in the
EGM can be replaced with a second different type of card reader
when device drivers for both card readers are stored in the at
least one memory device.
In certain embodiments, the software units stored in the at least
one memory device 1016 can be upgraded as needed. For instance,
when the at least one memory device 1016 is a hard drive, new
games, new game options, new parameters, new settings for existing
parameters, new settings for new parameters, new device drivers,
and new communication protocols can be uploaded to the at least one
memory device 1016 from the master game controller 1012 or from
some other external device. As another example, when the at least
one memory device 1016 includes a CD/DVD drive including a CD/DVD
configured to store game options, parameters, and settings, the
software stored in the at least one memory device 1016 can be
upgraded by replacing a first CD/DVD with a second CD/DVD. In yet
another example, when the at least one memory device 1016 uses
flash memory 1019 or EPROM 1008 units configured to store games,
game options, parameters, and settings, the software stored in the
flash and/or EPROM memory units can be upgraded by replacing one or
more memory units with new memory units that include the upgraded
software. In another embodiment, one or more of the memory devices,
such as the hard drive, may be employed in a game software download
process from a remote software server.
In some embodiments, the at least one memory device 1016 also
stores authentication and/or validation components 1044 configured
to authenticate/validate specified EGM components and/or
information, such as hardware components, software components,
firmware components, peripheral device components, user input
device components, information received from one or more user input
devices, information stored in the at least one memory device 1016,
etc. Examples of various authentication and/or validation
components are described in U.S. Pat. No. 6,620,047, entitled
"Electronic Gaming Apparatus Having Authentication Data Sets."
In certain embodiments, the peripheral devices 1022 include several
device interfaces, such as: (1) at least one output device 1020
including at least one display device 1035; (2) at least one input
device 1030 (which may include contact and/or non-contact
interfaces); (3) at least one transponder 1054; (4) at least one
wireless communication component 1056; (5) at least one
wired/wireless power distribution component 1058; (6) at least one
sensor 1060; (7) at least one data preservation component 1062; (8)
at least one motion/gesture analysis and interpretation component
1064; (9) at least one motion detection component 1066; (10) at
least one portable power source 1068; (11) at least one geolocation
module 1076; (12) at least one user identification module 1077;
(13) at least one player/device tracking module 1078; and (14) at
least one information filtering module 1079.
The at least one output device 1020 includes at least one display
device 1035 configured to display any game(s) displayed by the EGM
and any suitable information associated with such game(s). In
certain embodiments, the display devices are connected to or
mounted on a housing of the EGM (described below). In various
embodiments, the display devices serve as digital glass configured
to advertise certain games or other aspects of the gaming
establishment in which the EGM is located. In various embodiments,
the EGM includes one or more of the following display devices: (a)
a central display device; (b) a player tracking display configured
to display various information regarding a player's player tracking
status (as described below); (c) a secondary or upper display
device in addition to the central display device and the player
tracking display; (d) a credit display configured to display a
current quantity of credits, amount of cash, account balance, or
the equivalent; and (e) a bet display configured to display an
amount wagered for one or more plays of one or more games. The
example EGM 2000a illustrated in FIG. 7A includes a central display
device 2116, a player tracking display 2140, a credit display 2120,
and a bet display 2122. The example EGM 2000b illustrated in FIG.
7B includes a central display device 2116, an upper display device
2118, a player tracking display 2140, a credit display 2120, and a
bet display 2122.
In various embodiments, the display devices include, without
limitation: a monitor, a television display, a plasma display, a
liquid crystal display (LCD), a display based on light emitting
diodes (LEDs), a display based on a plurality of organic
light-emitting diodes (OLEDs), a display based on polymer
light-emitting diodes (PLEDs), a display based on a plurality of
surface-conduction electron-emitters (SEDs), a display including a
projected and/or reflected image, or any other suitable electronic
device or display mechanism. In certain embodiments, as described
above, the display device includes a touch-screen with an
associated touch-screen controller. The display devices may be of
any suitable sizes, shapes, and configurations.
The display devices of the EGM are configured to display one or
more game and/or non-game images, symbols, and indicia. In certain
embodiments, the display devices of the EGM are configured to
display any suitable visual representation or exhibition of the
movement of objects; dynamic lighting; video images; images of
people, characters, places, things, and faces of cards; and the
like. In certain embodiments, the display devices of the EGM are
configured to display one or more video reels, one or more video
wheels, and/or one or more video dice. In other embodiments,
certain of the displayed images, symbols, and indicia are in
mechanical form. That is, in these embodiments, the display device
includes any electromechanical device, such as one or more
rotatable wheels, one or more reels, and/or one or more dice,
configured to display at least one or a plurality of game or other
suitable images, symbols, or indicia.
In various embodiments, the at least one output device 1020
includes a payout device. In these embodiments, after the EGM
receives an actuation of a cashout device (described below), the
EGM causes the payout device to provide a payment to the player. In
one embodiment, the payout device is one or more of: (a) a ticket
printer and dispenser configured to print and dispense a ticket or
credit slip associated with a monetary value, wherein the ticket or
credit slip may be redeemed for its monetary value via a cashier, a
kiosk, or other suitable redemption system; (b) a bill dispenser
configured to dispense paper currency; (c) a coin dispenser
configured to dispense coins or tokens (such as into a coin payout
tray); and (d) any suitable combination thereof. The example EGMs
2000a and 2000b illustrated in FIGS. 7A and 7B each include a
ticket printer and dispenser 2136. Examples of ticket-in ticket-out
(TITO) technology are described in U.S. Pat. No. 5,429,361,
entitled "Gaming Machine Information, Communication and Display
System"; U.S. Pat. No. 5,470,079, entitled "Gaming Machine
Accounting and Monitoring System"; U.S. Pat. No. 5,265,874,
entitled "Cashless Gaming Apparatus and Method"; U.S. Pat. No.
6,729,957, entitled "Gaming Method and Host Computer with
Ticket-In/Ticket-Out Capability"; U.S. Pat. No. 6,729,958, entitled
"Gaming System with Ticket-In/Ticket-Out Capability"; U.S. Pat. No.
6,736,725, entitled "Gaming Method and Host Computer with
Ticket-In/Ticket-Out Capability"; U.S. Pat. No. 7,275,991, entitled
"Slot Machine with Ticket-In/Ticket-Out Capability"; U.S. Pat. No.
6,048,269, entitled "Coinless Slot Machine System and Method"; and
U.S. Pat. No. 5,290,003, entitled "Gaming Machine and Coupons."
In certain embodiments, rather than dispensing bills, coins, or a
physical ticket having a monetary value to the player following
receipt of an actuation of the cashout device, the payout device is
configured to cause a payment to be provided to the player in the
form of an electronic funds transfer, such as via a direct deposit
into a bank account, a casino account, or a prepaid account of the
player; via a transfer of funds onto an electronically recordable
identification card or smart card of the player; or via sending a
virtual ticket having a monetary value to an electronic device of
the player. Examples of providing payment using virtual tickets are
described in U.S. Pat. No. 8,613,659, entitled "Virtual Ticket-In
and Ticket-Out on a Gaming Machine."
While any credit balances, any wagers, any values, and any awards
are described herein as amounts of monetary credits or currency,
one or more of such credit balances, such wagers, such values, and
such awards may be for non-monetary credits, promotional credits,
of player tracking points or credits.
In certain embodiments, the at least one output device 1020 is a
sound generating device controlled by one or more sound cards. In
one such embodiment, the sound generating device includes one or
more speakers or other sound generating hardware and/or software
configured to generate sounds, such as by playing music for any
games or by playing music for other modes of the EGM, such as an
attract mode. The example EGMs 2000a and 2000b illustrated in FIGS.
7A and 7B each include a plurality of speakers 2150. In another
such embodiment, the EGM provides dynamic sounds coupled with
attractive multimedia images displayed on one or more of the
display devices to provide an audio-visual representation or to
otherwise display full-motion video with sound to attract players
to the EGM. In certain embodiments, the EGM displays a sequence of
audio and/or visual attraction messages during idle periods to
attract potential players to the EGM. The videos may be customized
to provide any appropriate information.
The at least one input device 1030 may include any suitable device
that enables an input signal to be produced and received by the at
least one processor 1010 of the EGM.
In one embodiment, the at least one input device 1030 includes a
payment device configured to communicate with the at least one
processor of the EGM to fund the EGM. In certain embodiments, the
payment device includes one or more of: (a) a bill acceptor into
which paper money is inserted to fund the EGM; (b) a ticket
acceptor into which a ticket or a voucher is inserted to fund the
EGM; (c) a coin slot into which coins or tokens are inserted to
fund the EGM; (d) a reader or a validator for credit cards, debit
cards, or credit slips into which a credit card, debit card, or
credit slip is inserted to fund the EGM; (e) a player
identification card reader into which a player identification card
is inserted to fund the EGM; or (f) any suitable combination
thereof. The example EGMs 2000a and 2000b illustrated in FIGS. 7A
and 7B each include a combined bill and ticket acceptor 2128 and a
coin slot 2126.
In one embodiment, the at least one input device 1030 includes a
payment device configured to enable the EGM to be funded via an
electronic funds transfer, such as a transfer of funds from a bank
account. In another embodiment, the EGM includes a payment device
configured to communicate with a mobile device of a player, such as
a mobile phone, a radio frequency identification tag, or any other
suitable wired or wireless device, to retrieve relevant information
associated with that player to fund the EGM. Examples of funding an
EGM via communication between the EGM and a mobile device (such as
a mobile phone) of a player are described in U.S. Patent
Application Publication No. 2013/0344942, entitled "Avatar as
Security Measure for Mobile Device Use with Electronic Gaming
Machine." When the EGM is funded, the at least one processor
determines the amount of funds entered and displays the
corresponding amount on a credit display or any other suitable
display as described below.
In certain embodiments, the at least one input device 1030 includes
at least one wagering or betting device. In various embodiments,
the one or more wagering or betting devices are each: (1) a
mechanical button supported by the housing of the EGM (such as a
hard key or a programmable soft key), or (2) an icon displayed on a
display device of the EGM (described below) that is actuatable via
a touch screen of the EGM (described below) or via use of a
suitable input device of the EGM (such as a mouse or a joystick).
One such wagering or betting device is as a maximum wager or bet
device that, when actuated, causes the EGM to place a maximum wager
on a play of a game. Another such wagering or betting device is a
repeat bet device that, when actuated, causes the EGM to place a
wager that is equal to the previously-placed wager on a play of a
game. A further such wagering or betting device is a bet one device
that, when actuated, causes the EGM to increase the wager by one
credit. Generally, upon actuation of one of the wagering or betting
devices, the quantity of credits displayed in a credit meter
(described below) decreases by the amount of credits wagered, while
the quantity of credits displayed in a bet display (described
below) increases by the amount of credits wagered.
In various embodiments, the at least one input device 1030 includes
at least one game play activation device. In various embodiments,
the one or more game play initiation devices are each: (1) a
mechanical button supported by the housing of the EGM (such as a
hard key or a programmable soft key), or (2) an icon displayed on a
display device of the EGM (described below) that is actuatable via
a touch screen of the EGM (described below) or via use of a
suitable input device of the EGM (such as a mouse or a joystick).
After a player appropriately funds the EGM and places a wager, the
EGM activates the game play activation device to enable the player
to actuate the game play activation device to initiate a play of a
game on the EGM (or another suitable sequence of events associated
with the EGM). After the EGM receives an actuation of the game play
activation device, the EGM initiates the play of the game. The
example EGMs 2000a and 2000b illustrated in FIGS. 7A and 7B each
include a game play activation device in the form of a game play
initiation button 2132. In other embodiments, the EGM begins game
play automatically upon appropriate funding rather than upon
utilization of the game play activation device.
In other embodiments, the at least one input device 1030 includes a
cashout device. In various embodiments, the cashout device is: (1)
a mechanical button supported by the housing of the EGM (such as a
hard key or a programmable soft key), or (2) an icon displayed on a
display device of the EGM (described below) that is actuatable via
a touch screen of the EGM (described below) or via use of a
suitable input device of the EGM (such as a mouse or a joystick).
When the EGM receives an actuation of the cashout device from a
player and the player has a positive (i.e., greater-than-zero)
credit balance, the EGM initiates a payout associated with the
player's credit balance. The example EGMs 2000a and 2000b
illustrated in FIGS. 7A and 7B each include a cashout device in the
form of a cashout button 2134.
In various embodiments, the at least one input device 1030 includes
a plurality of buttons that are programmable by the EGM operator
to, when actuated, cause the EGM to perform particular functions.
For instance, such buttons may be hard keys, programmable soft
keys, or icons icon displayed on a display device of the EGM
(described below) that are actuatable via a touch screen of the EGM
(described below) or via use of a suitable input device of the EGM
(such as a mouse or a joystick). The example EGMs 2000a and 2000b
illustrated in FIGS. 7A and 7B each include a plurality of such
buttons 2130.
In certain embodiments, the at least one input device 1030 includes
a touch-screen coupled to a touch-screen controller or other
touch-sensitive display overlay to enable interaction with any
images displayed on a display device (as described below). One such
input device is a conventional touch-screen button panel. The
touch-screen and the touch-screen controller are connected to a
video controller. In these embodiments, signals are input to the
EGM by touching the touch screen at the appropriate locations.
In embodiments including a player tracking system, as further
described below, the at least one input device 1030 includes a card
reader in communication with the at least one processor of the EGM.
The example EGMs 2000a and 2000b illustrated in FIGS. 7A and 7B
each include a card reader 2138. The card reader is configured to
read a player identification card inserted into the card
reader.
The at least one wireless communication component 1056 includes one
or more communication interfaces having different architectures and
utilizing a variety of protocols, such as (but not limited to)
802.11 (WiFi); 802.15 (including Bluetooth.TM.); 802.16 (WiMax);
802.22; cellular standards such as CDMA, CDMA2000, and WCDMA; Radio
Frequency (e.g., RFID); infrared; and Near Field Magnetic
communication protocols. The at least one wireless communication
component 1056 transmits electrical, electromagnetic, or optical
signals that carry digital data streams or analog signals
representing various types of information.
The at least one wired/wireless power distribution component 1058
includes components or devices that are configured to provide power
to other devices. For example, in one embodiment, the at least one
power distribution component 1058 includes a magnetic induction
system that is configured to provide wireless power to one or more
user input devices near the EGM. In one embodiment, a user input
device docking region is provided, and includes a power
distribution component that is configured to recharge a user input
device without requiring metal-to-metal contact. In one embodiment,
the at least one power distribution component 1058 is configured to
distribute power to one or more internal components of the EGM,
such as one or more rechargeable power sources (e.g., rechargeable
batteries) located at the EGM.
In certain embodiments, the at least one sensor 1060 includes at
least one of: optical sensors, pressure sensors, RF sensors,
infrared sensors, image sensors, thermal sensors, and biometric
sensors. The at least one sensor 1060 may be used for a variety of
functions, such as: detecting movements and/or gestures of various
objects within a predetermined proximity to the EGM; detecting the
presence and/or identity of various persons (e.g., players, casino
employees, etc.), devices (e.g., user input devices), and/or
systems within a predetermined proximity to the EGM.
The at least one data preservation component 1062 is configured to
detect or sense one or more events and/or conditions that, for
example, may result in damage to the EGM and/or that may result in
loss of information associated with the EGM. Additionally, the data
preservation system 1062 may be operable to initiate one or more
appropriate action(s) in response to the detection of such
events/conditions.
The at least one motion/gesture analysis and interpretation
component 1064 is configured to analyze and/or interpret
information relating to detected player movements and/or gestures
to determine appropriate player input information relating to the
detected player movements and/or gestures. For example, in one
embodiment, the at least one motion/gesture analysis and
interpretation component 1064 is configured to perform one or more
of the following functions: analyze the detected gross motion or
gestures of a player; interpret the player's motion or gestures
(e.g., in the context of a casino game being played) to identify
instructions or input from the player; utilize the interpreted
instructions/input to advance the game state; etc. In other
embodiments, at least a portion of these additional functions may
be implemented at a remote system or device.
The at least one portable power source 1068 enables the EGM to
operate in a mobile environment. For example, in one embodiment,
the EGM 300 includes one or more rechargeable batteries.
The at least one geolocation module 1076 is configured to acquire
geolocation information from one or more remote sources and use the
acquired geolocation information to determine information relating
to a relative and/or absolute position of the EGM. For example, in
one implementation, the at least one geolocation module 1076 is
configured to receive GPS signal information for use in determining
the position or location of the EGM. In another implementation, the
at least one geolocation module 1076 is configured to receive
multiple wireless signals from multiple remote devices (e.g., EGMs,
servers, wireless access points, etc.) and use the signal
information to compute position/location information relating to
the position or location of the EGM.
The at least one user identification module 1077 is configured to
determine the identity of the current user or current owner of the
EGM. For example, in one embodiment, the current user is required
to perform a login process at the EGM in order to access one or
more features. Alternatively, the EGM is configured to
automatically determine the identity of the current user based on
one or more external signals, such as an RFID tag or badge worn by
the current user and that provides a wireless signal to the EGM
that is used to determine the identity of the current user. In at
least one embodiment, various security features are incorporated
into the EGM to prevent unauthorized users from accessing
confidential or sensitive information.
The at least one information filtering module 1079 is configured to
perform filtering (e.g., based on specified criteria) of selected
information to be displayed at one or more displays 1035 of the
EGM.
In various embodiments, the EGM includes a plurality of
communication ports configured to enable the at least one processor
of the EGM to communicate with and to operate with external
peripherals, such as: accelerometers, arcade sticks, bar code
readers, bill validators, biometric input devices, bonus devices,
button panels, card readers, coin dispensers, coin hoppers, display
screens or other displays or video sources, expansion buses,
information panels, keypads, lights, mass storage devices,
microphones, motion sensors, motors, printers, reels, SCSI ports,
solenoids, speakers, thumbsticks, ticket readers, touch screens,
trackballs, touchpads, wheels, and wireless communication devices.
U.S. Pat. No. 7,290,072 describes a variety of EGMs including one
or more communication ports that enable the EGMs to communicate and
operate with one or more external peripherals.
As generally described above, in certain embodiments, such as the
example EGMs 2000a and 2000b illustrated in FIGS. 7A and 7B, the
EGM has a support structure, housing, or cabinet that provides
support for a plurality of the input devices and the output devices
of the EGM. Further, the EGM is configured such that a player may
operate it while standing or sitting. In various embodiments, the
EGM is positioned on a base or stand, or is configured as a
pub-style tabletop game (not shown) that a player may operate
typically while sitting. As illustrated by the different example
EGMs 2000a and 2000b shown in FIGS. 7A and 7B, EGMs may have
varying housing and display configurations.
In certain embodiments, the EGM is a device that has obtained
approval from a regulatory gaming commission, and in other
embodiments, the EGM is a device that has not obtained approval
from a regulatory gaming commission.
The EGMs described above are merely three examples of different
types of EGMs. Certain of these example EGMs may include one or
more elements that may not be included in all gaming systems, and
these example EGMs may not include one or more elements that are
included in other gaming systems. For example, certain EGMs include
a coin acceptor while others do not.
Operation of Primary or Base Games and/or Secondary or Bonus
Games
In various embodiments, an EGM may be implemented in one of a
variety of different configurations. In various embodiments, the
EGM may be implemented as one of: (a) a dedicated EGM in which
computerized game programs executable by the EGM for controlling
any primary or base games (referred to herein as "primary games")
and/or any secondary or bonus games or other functions (referred to
herein as "secondary games") displayed by the EGM are provided with
the EGM before delivery to a gaming establishment or before being
provided to a player; and (b) a changeable EGM in which
computerized game programs executable by the EGM for controlling
any primary games and/or secondary games displayed by the EGM are
downloadable or otherwise transferred to the EGM through a data
network or remote communication link; from a USB drive, flash
memory card, or other suitable memory device; or in any other
suitable manner after the EGM is physically located in a gaming
establishment or after the EGM is provided to a player.
As generally explained above, in various embodiments in which the
gaming system includes a central server, central controller, or
remote host and a changeable EGM, the at least one memory device of
the central server, central controller, or remote host stores
different game programs and instructions executable by the at least
one processor of the changeable EGM to control one or more primary
games and/or secondary games displayed by the changeable EGM. More
specifically, each such executable game program represents a
different game or a different type of game that the at least one
changeable EGM is configured to operate. In one example, certain of
the game programs are executable by the changeable EGM to operate
games having the same or substantially the same game play but
different paytables. In different embodiments, each executable game
program is associated with a primary game, a secondary game, or
both. In certain embodiments, an executable game program is
executable by the at least one processor of the at least one
changeable EGM as a secondary game to be played simultaneously with
a play of a primary game (which may be downloaded to or otherwise
stored on the at least one changeable EGM), or vice versa.
In operation of such embodiments, the central server, central
controller, or remote host is configured to communicate one or more
of the stored executable game programs to the at least one
processor of the changeable EGM. In different embodiments, a stored
executable game program is communicated or delivered to the at
least one processor of the changeable EGM by: (a) embedding the
executable game program in a device or a component (such as a
microchip to be inserted into the changeable EGM); (b) writing the
executable game program onto a disc or other media; or (c)
uploading or streaming the executable game program over a data
network (such as a dedicated data network). After the executable
game program is communicated from the central server, central
controller, or remote host to the changeable EGM, the at least one
processor of the changeable EGM executes the executable game
program to enable the primary game and/or the secondary game
associated with that executable game program to be played using the
display device(s) and/or the input device(s) of the changeable EGM.
That is, when an executable game program is communicated to the at
least one processor of the changeable EGM, the at least one
processor of the changeable EGM changes the game or the type of
game that may be played using the changeable EGM.
In certain embodiments, the gaming system randomly determines any
game outcome(s) (such as a win outcome) and/or award(s) (such as a
quantity of credits to award for the win outcome) for a play of a
primary game and/or a play of a secondary game based on probability
data. In certain such embodiments, this random determination is
provided through utilization of an RNG, such as a true RNG or a
pseudo RNG, or any other suitable randomization process. In one
such embodiment, each game outcome or award is associated with a
probability, and the gaming system generates the game outcome(s)
and/or the award(s) to be provided based on the associated
probabilities. In these embodiments, since the gaming system
generates game outcomes and/or awards randomly or based on one or
more probability calculations, there is no certainty that the
gaming system will ever provide any specific game outcome and/or
award.
In certain embodiments, the gaming system maintains one or more
predetermined pools or sets of predetermined game outcomes and/or
awards. In certain such embodiments, upon generation or receipt of
a game outcome and/or award request, the gaming system
independently selects one of the predetermined game outcomes and/or
awards from the one or more pools or sets. The gaming system flags
or marks the selected game outcome and/or award as used. Once a
game outcome or an award is flagged as used, it is prevented from
further selection from its respective pool or set; that is, the
gaming system does not select that game outcome or award upon
another game outcome and/or award request. The gaming system
provides the selected game outcome and/or award. Examples of this
type of award evaluation are described in U.S. Pat. No. 7,470,183,
entitled "Finite Pool Gaming Method and Apparatus"; U.S. Pat. No.
7,563,163, entitled "Gaming Device Including Outcome Pools for
Providing Game Outcomes"; U.S. Pat. No. 7,833,092, entitled "Method
and System for Compensating for Player Choice in a Game of Chance";
U.S. Pat. No. 8,070,579, entitled "Bingo System with Downloadable
Common Patterns"; and U.S. Pat. No. 8,398,472, entitled "Central
Determination Poker Game."
In certain embodiments, the gaming system determines a
predetermined game outcome and/or award based on the results of a
bingo, keno, or lottery game. In certain such embodiments, the
gaming system utilizes one or more bingo, keno, or lottery games to
determine the predetermined game outcome and/or award provided for
a primary game and/or a secondary game. The gaming system is
provided or associated with a bingo card. Each bingo card consists
of a matrix or array of elements, wherein each element is
designated with separate indicia. After a bingo card is provided,
the gaming system randomly selects or draws a plurality of the
elements. As each element is selected, a determination is made as
to whether the selected element is present on the bingo card. If
the selected element is present on the bingo card, that selected
element on the provided bingo card is marked or flagged. This
process of selecting elements and marking any selected elements on
the provided bingo cards continues until one or more predetermined
patterns are marked on one or more of the provided bingo cards.
After one or more predetermined patterns are marked on one or more
of the provided bingo cards, game outcome and/or award is
determined based, at least in part, on the selected elements on the
provided bingo cards. Examples of this type of award determination
are described in U.S. Pat. No. 7,753,774, entitled "Using Multiple
Bingo Cards to Represent Multiple Slot Paylines and Other Class III
Game Options"; U.S. Pat. No. 7,731,581, entitled "Multi-Player
Bingo Game with Multiple Alternative Outcome Displays"; U.S. Pat.
No. 7,955,170, entitled "Providing Non-Bingo Outcomes for a Bingo
Game"; U.S. Pat. No. 8,070,579, entitled "Bingo System with
Downloadable Common Patterns"; and U.S. Pat. No. 8,500,538,
entitled "Bingo Gaming System and Method for Providing Multiple
Outcomes from Single Bingo Pattern."
In certain embodiments in which the gaming system includes a
central server, central controller, or remote host and an EGM, the
EGM is configured to communicate with the central server, central
controller, or remote host for monitoring purposes only. In such
embodiments, the EGM determines the game outcome(s) and/or award(s)
to be provided in any of the manners described above, and the
central server, central controller, or remote host monitors the
activities and events occurring on the EGM. In one such embodiment,
the gaming system includes a real-time or online accounting and
gaming information system configured to communicate with the
central server, central controller, or remote host. In this
embodiment, the accounting and gaming information system includes:
(a) a player database configured to store player profiles, (b) a
player tracking module configured to track players (as described
below), and (c) a credit system configured to provide automated
transactions. Examples of such accounting systems are described in
U.S. Pat. No. 6,913,534, entitled "Gaming Machine Having a Lottery
Game and Capability for Integration with Gaming Device Accounting
System and Player Tracking System," and U.S. Pat. No. 8,597,116,
entitled "Virtual Player Tracking and Related Services."
As noted above, in various embodiments, the gaming system includes
one or more executable game programs executable by at least one
processor of the gaming system to provide one or more primary games
and one or more secondary games. The primary game(s) and the
secondary game(s) may comprise any suitable games and/or wagering
games, such as, but not limited to: video craps games;
electro-mechanical or video slot or spinning reel type games; video
card games such as video draw poker, multi-hand video draw poker,
other video poker games, video blackjack games, and video baccarat
games; video keno games; video bingo games; and video selection
games.
In certain embodiments in which the primary game is a slot or
spinning reel type game, the gaming system includes one or more
reels in either an electromechanical form with mechanical rotating
reels or in a video form with simulated reels and movement thereof.
Each reel displays a plurality of indicia or symbols, such as
bells, hearts, fruits, numbers, letters, bars, or other images that
typically correspond to a theme associated with the gaming system.
In certain such embodiments, the gaming system includes one or more
paylines associated with the reels. In certain embodiments, one or
more of the reels are independent reels or unisymbol reels. In such
embodiments, each independent reel generates and displays one
symbol.
In various embodiments, one or more of the paylines is horizontal,
vertical, circular, diagonal, angled, or any suitable combination
thereof. In other embodiments, each of one or more of the paylines
is associated with a plurality of adjacent symbol display areas on
a requisite number of adjacent reels. In one such embodiment, one
or more paylines are formed between at least two symbol display
areas that are adjacent to each other by either sharing a common
side or sharing a common corner (i.e., such paylines are connected
paylines). The gaming system enables a wager to be placed on one or
more of such paylines to activate such paylines. In other
embodiments in which one or more paylines are formed between at
least two adjacent symbol display areas, the gaming system enables
a wager to be placed on a plurality of symbol display areas, which
activates those symbol display areas.
In various embodiments, the gaming system provides one or more
awards after a spin of the reels when specified types and/or
configurations of the indicia or symbols on the reels occur on an
active payline or otherwise occur in a winning pattern, occur on
the requisite number of adjacent reels, and/or occur in a scatter
pay arrangement.
In certain embodiments, the gaming system employs a ways to win
award determination. In these embodiments, any outcome to be
provided is determined based on a number of associated symbols that
are generated in active symbol display areas on the requisite
number of adjacent reels (i.e., not on paylines passing through any
displayed winning symbol combinations). If a winning symbol
combination is generated on the reels, one award for that
occurrence of the generated winning symbol combination is provided.
Examples of ways to win award determinations are described in U.S.
Pat. No. 8,012,011, entitled "Gaming Device and Method Having
Independent Reels and Multiple Ways of Winning"; U.S. Pat. No.
8,241,104, entitled "Gaming Device and Method Having Designated
Rules for Determining Ways To Win"; and U.S. Pat. No. 8,430,739,
entitled "Gaming System and Method Having Wager Dependent Different
Symbol Evaluations."
In various embodiments, the gaming system includes a progressive
award. Typically, a progressive award includes an initial amount
and an additional amount funded through a portion of each wager
placed to initiate a play of a primary game. When one or more
triggering events occurs, the gaming system provides at least a
portion of the progressive award. After the gaming system provides
the progressive award, an amount of the progressive award is reset
to the initial amount and a portion of each subsequent wager is
allocated to the next progressive award. Examples of progressive
gaming systems are described in U.S. Pat. No. 7,585,223, entitled
"Server Based Gaming System Having Multiple Progressive Awards";
U.S. Pat. No. 7,651,392, entitled "Gaming Device System Having
Partial Progressive Payout"; U.S. Pat. No. 7,666,093, entitled
"Gaming Method and Device Involving Progressive Wagers"; U.S. Pat.
No. 7,780,523, entitled "Server Based Gaming System Having Multiple
Progressive Awards"; and U.S. Pat. No. 8,337,298, entitled "Gaming
Device Having Multiple Different Types of Progressive Awards."
As generally noted above, in addition to providing winning credits
or other awards for one or more plays of the primary game(s), in
various embodiments the gaming system provides credits or other
awards for one or more plays of one or more secondary games. The
secondary game typically enables an award to be obtained addition
to any award obtained through play of the primary game(s). The
secondary game(s) typically produces a higher level of player
excitement than the primary game(s) because the secondary game(s)
provides a greater expectation of winning than the primary game(s)
and is accompanied with more attractive or unusual features than
the primary game(s). The secondary game(s) may be any type of
suitable game, either similar to or completely different from the
primary game.
In various embodiments, the gaming system automatically provides or
initiates the secondary game upon the occurrence of a triggering
event or the satisfaction of a qualifying condition. In other
embodiments, the gaming system initiates the secondary game upon
the occurrence of the triggering event or the satisfaction of the
qualifying condition and upon receipt of an initiation input. In
certain embodiments, the triggering event or qualifying condition
is a selected outcome in the primary game(s) or a particular
arrangement of one or more indicia on a display device for a play
of the primary game(s), such as a "BONUS" symbol appearing on three
adjacent reels along a payline following a spin of the reels for a
play of the primary game. In other embodiments, the triggering
event or qualifying condition occurs based on a certain amount of
game play (such as number of games, number of credits, amount of
time) being exceeded, or based on a specified number of points
being earned during game play. Any suitable triggering event or
qualifying condition or any suitable combination of a plurality of
different triggering events or qualifying conditions may be
employed.
In other embodiments, at least one processor of the gaming system
randomly determines when to provide one or more plays of one or
more secondary games. In one such embodiment, no apparent reason is
provided for providing the secondary game. In this embodiment,
qualifying for a secondary game is not triggered by the occurrence
of an event in any primary game or based specifically on any of the
plays of any primary game. That is, qualification is provided
without any explanation or, alternatively, with a simple
explanation. In another such embodiment, the gaming system
determines qualification for a secondary game at least partially
based on a game triggered or symbol triggered event, such as at
least partially based on play of a primary game.
In various embodiments, after qualification for a secondary game
has been determined, the secondary game participation may be
enhanced through continued play on the primary game. Thus, in
certain embodiments, for each secondary game qualifying event, such
as a secondary game symbol, that is obtained, a given number of
secondary game wagering points or credits is accumulated in a
"secondary game meter" configured to accrue the secondary game
wagering credits or entries toward eventual participation in the
secondary game. In one such embodiment, the occurrence of multiple
such secondary game qualifying events in the primary game results
in an arithmetic or exponential increase in the number of secondary
game wagering credits awarded. In another such embodiment, any
extra secondary game wagering credits may be redeemed during the
secondary game to extend play of the secondary game.
In certain embodiments, no separate entry fee or buy-in for the
secondary game is required. That is, entry into the secondary game
cannot be purchased; rather, in these embodiments entry must be won
or earned through play of the primary game, thereby encouraging
play of the primary game. In other embodiments, qualification for
the secondary game is accomplished through a simple "buy-in." For
example, qualification through other specified activities is
unsuccessful, payment of a fee or placement of an additional wager
"buys-in" to the secondary game. In certain embodiments, a separate
side wager must be placed on the secondary game or a wager of a
designated amount must be placed on the primary game to enable
qualification for the secondary game. In these embodiments, the
secondary game triggering event must occur and the side wager (or
designated primary game wager amount) must have been placed for the
secondary game to trigger.
In various embodiments in which the gaming system includes a
plurality of EGMs, the EGMs are configured to communicate with one
another to provide a group gaming environment. In certain such
embodiments, the EGMs enable players of those EGMs to work in
conjunction with one another, such as by enabling the players to
play together as a team or group, to win one or more awards. In
other such embodiments, the EGMs enable players of those EGMs to
compete against one another for one or more awards. In one such
embodiment, the EGMs enable the players of those EGMs to
participate in one or more gaming tournaments for one or more
awards. Examples of group gaming systems are described in U.S. Pat.
No. 8,070,583, entitled "Server Based Gaming System and Method for
Selectively Providing One or More Different Tournaments"; U.S. Pat.
No. 8,500,548, entitled "Gaming System and Method for Providing
Team Progressive Awards"; and U.S. Pat. No. 8,562,423, entitled
"Method and Apparatus for Rewarding Multiple Game Players for a
Single Win."
In various embodiments, the gaming system includes one or more
player tracking systems. Such player tracking systems enable
operators of the gaming system (such as casinos or other gaming
establishments) to recognize the value of customer loyalty by
identifying frequent customers and rewarding them for their
patronage. Such a player tracking system is configured to track a
player's gaming activity. In one such embodiment, the player
tracking system does so through the use of player tracking cards.
In this embodiment, a player is issued a player identification card
that has an encoded player identification number that uniquely
identifies the player. When the player's playing tracking card is
inserted into a card reader of the gaming system to begin a gaming
session, the card reader reads the player identification number off
the player tracking card to identify the player. The gaming system
timely tracks any suitable information or data relating to the
identified player's gaming session. The gaming system also timely
tracks when the player tracking card is removed to conclude play
for that gaming session. In another embodiment, rather than
requiring insertion of a player tracking card into the card reader,
the gaming system utilizes one or more portable devices, such as a
mobile phone, a radio frequency identification tag, or any other
suitable wireless device, to track when a gaming session begins and
ends. In another embodiment, the gaming system utilizes any
suitable biometric technology or ticket technology to track when a
gaming session begins and ends.
In such embodiments, during one or more gaming sessions, the gaming
system tracks any suitable information or data, such as any amounts
wagered, average wager amounts, and/or the time at which these
wagers are placed. In different embodiments, for one or more
players, the player tracking system includes the player's account
number, the player's card number, the player's first name, the
player's surname, the player's preferred name, the player's player
tracking ranking, any promotion status associated with the player's
player tracking card, the player's address, the player's birthday,
the player's anniversary, the player's recent gaming sessions, or
any other suitable data. In various embodiments, such tracked
information and/or any suitable feature associated with the player
tracking system is displayed on a player tracking display. In
various embodiments, such tracked information and/or any suitable
feature associated with the player tracking system is displayed via
one or more service windows that are displayed on the central
display device and/or the upper display device. Examples of player
tracking systems are described in U.S. Pat. No. 6,722,985, entitled
"Universal Player Tracking System"; U.S. Pat. No. 6,908,387,
entitled "Player Tracking Communication Mechanisms in a Gaming
Machine"; U.S. Pat. No. 7,311,605, entitled "Player Tracking
Assembly for Complete Patron Tracking for Both Gaming and
Non-Gaming Casino Activity"; U.S. Pat. No. 7,611,411, entitled
"Player Tracking Instruments Having Multiple Communication Modes";
U.S. Pat. No. 7,617,151, entitled "Alternative Player Tracking
Techniques"; and U.S. Pat. No. 8,057,298, entitled "Virtual Player
Tracking and Related Services."
Web-Based Gaming
In various embodiments, the gaming system includes one or more
servers configured to communicate with a personal gaming
device-such as a smartphone, a tablet computer, a desktop computer,
or a laptop computer-to enable web-based game play using the
personal gaming device. In various embodiments, the player must
first access a gaming website via an Internet browser of the
personal gaming device or execute an application (commonly called
an "app") installed on the personal gaming device before the player
can use the personal gaming device to participate in web-based game
play. In certain embodiments, the one or more servers and the
personal gaming device operate in a thin-client environment. In
these embodiments, the personal gaming device receives inputs via
one or more input devices (such as a touch screen and/or physical
buttons), the personal gaming device sends the received inputs to
the one or more servers, the one or more servers make various
determinations based on the inputs and determine content to be
displayed (such as a randomly determined game outcome and
corresponding award), the one or more servers send the content to
the personal gaming device, and the personal gaming device displays
the content.
In certain such embodiments, the one or more servers must identify
the player before enabling game play on the personal gaming device
(or, in some embodiments, before enabling monetary wager-based game
play on the personal gaming device). In these embodiments, the
player must identify herself to the one or more servers, such as by
inputting the player's unique username and password combination,
providing an input to a biometric sensor (e.g., a fingerprint
sensor, a retinal sensor, a voice sensor, or a facial-recognition
sensor), or providing any other suitable information.
Once identified, the one or more servers enable the player to
establish an account balance from which the player can draw credits
usable to wager on plays of a game. In certain embodiments, the one
or more servers enable the player to initiate an electronic funds
transfer to transfer funds from a bank account to the player's
account balance. In other embodiments, the one or more servers
enable the player to make a payment using the player's credit card,
debit card, or other suitable device to add money to the player's
account balance. In other embodiments, the one or more servers
enable the player to add money to the player's account balance via
a peer-to-peer type application, such as PayPal or Venmo. The one
or more servers also enable the player to cash out the player's
account balance (or part of it) in any suitable manner, such as via
an electronic funds transfer, by initiating creation of a paper
check that is mailed to the player, or by initiating printing of a
voucher at a kiosk in a gaming establishment.
In certain embodiments, the one or more servers include a payment
server that handles establishing and cashing out players' account
balances and a separate game server configured to determine the
outcome and any associated award for a play of a game. In these
embodiments, the game server is configured to communicate with the
personal gaming device and the payment device, and the personal
gaming device and the payment device are not configured to directly
communicate with one another. In these embodiments, when the game
server receives data representing a request to start a play of a
game at a desired wager, the game server sends data representing
the desired wager to the payment server. The payment server
determines whether the player's account balance can cover the
desired wager (i.e., includes a monetary balance at least equal to
the desired wager).
If the payment server determines that the player's account balance
cannot cover the desired wager, the payment server notifies the
game server, which then instructs the personal gaming device to
display a suitable notification to the player that the player's
account balance is too low to place the desired wager. If the
payment server determines that the player's account balance can
cover the desired wager, the payment server deducts the desired
wager from the account balance and notifies the game server. The
game server then determines an outcome and any associated award for
the play of the game. The game server notifies the payment server
of any nonzero award, and the payment server increases the player's
account balance by the nonzero award. The game server sends data
representing the outcome and any award to the personal gaming
device, which displays the outcome and any award.
In certain embodiments, the one or more servers enable web-based
game play using a personal gaming device only if the personal
gaming device satisfies one or more jurisdictional requirements. In
one embodiment, the one or more servers enable web-based game play
using the personal gaming device only if the personal gaming device
is located within a designated geographic area (such as within
certain state or county lines or within the boundaries of a gaming
establishment). In this embodiment, the geolocation module of the
personal gaming device determines the location of the personal
gaming device and sends the location to the one or more servers,
which determine whether the personal gaming device is located
within the designated geographic area. In various embodiments, the
one or more servers enable non-monetary wager-based game play if
the personal gaming device is located outside of the designated
geographic area.
In various embodiments, the gaming system includes an EGM
configured to communicate with a personal gaming device-such as a
smartphone, a tablet computer, a desktop computer, or a laptop
computer-to enable tethered mobile game play using the personal
gaming device. Generally, in these embodiments, the EGM establishes
communication with the personal gaming device and enables the
player to play games on the EGM remotely via the personal gaming
device. In certain embodiments, the gaming system includes a
geo-fence system that enables tethered game play within a
particular geographic area but not outside of that geographic area.
Examples of tethering an EGM to a personal gaming device and
geo-fencing are described in U.S. Patent Appl. Pub. No.
2013/0267324, entitled "Remote Gaming Method Allowing Temporary
Inactivation Without Terminating Playing Session Due to Game
Inactivity."
Social Network Integration
In certain embodiments, the gaming system is configured to
communicate with a social network server that hosts or partially
hosts a social networking website via a data network (such as the
Internet) to integrate a player's gaming experience with the
player's social networking account. This enables the gaming system
to send certain information to the social network server that the
social network server can use to create content (such as text, an
image, and/or a video) and post it to the player's wall, newsfeed,
or similar area of the social networking website accessible by the
player's connections (and in certain cases the public) such that
the player's connections can view that information. This also
enables the gaming system to receive certain information from the
social network server, such as the player's likes or dislikes or
the player's list of connections. In certain embodiments, the
gaming system enables the player to link the player's player
account to the player's social networking account(s). This enables
the gaming system to, once it identifies the player and initiates a
gaming session (such as via the player logging in to a website (or
an application) on the player's personal gaming device or via the
player inserting the player's player tracking card into an EGM),
link that gaming session to the player's social networking
account(s). In other embodiments, the gaming system enables the
player to link the player's social networking account(s) to
individual gaming sessions when desired by providing the required
login information.
For instance, in one embodiment, if a player wins a particular
award (e.g., a progressive award or a jackpot award) or an award
that exceeds a certain threshold (e.g., an award exceeding $1,000),
the gaming system sends information about the award to the social
network server to enable the server to create associated content
(such as a screenshot of the outcome and associated award) and to
post that content to the player's wall (or other suitable area) of
the social networking website for the player's connections to see
(and to entice them to play). In another embodiment, if a player
joins a multiplayer game and there is another seat available, the
gaming system sends that information to the social network sever to
enable the server to create associated content (such as text
indicating a vacancy for that particular game) and to post that
content to the player's wall (or other suitable area) of the social
networking website for the player's connections to see (and to
entice them to fill the vacancy). In another embodiment, if the
player consents, the gaming system sends advertisement information
or offer information to the social network server to enable the
social network server to create associated content (such as text or
an image reflecting an advertisement and/or an offer) and to post
that content to the player's wall (or other suitable area) of the
social networking website for the player's connections to see. In
another embodiment, the gaming system enables the player to
recommend a game to the player's connections by posting a
recommendation to the player's wall (or other suitable area) of the
social networking website.
Differentiating Certain Gaming Systems from General Purpose
Computing Devices
Certain of the gaming systems described herein, such as EGMs
located in a casino or another gaming establishment, include
certain components and/or are configured to operate in certain
manners that differentiate these systems from general purpose
computing devices, i.e., certain personal gaming devices such as
desktop computers and laptop computers.
For instance, EGMs are highly regulated to ensure fairness and, in
many cases, EGMs are configured to award monetary awards up to
multiple millions of dollars. To satisfy security and regulatory
requirements in a gaming environment, hardware and/or software
architectures are implemented in EGMs that differ significantly
from those of general purpose computing devices. For purposes of
illustration, a description of EGMs relative to general purpose
computing devices and some examples of these additional (or
different) hardware and/or software architectures found in EGMs are
described below.
At first glance, one might think that adapting general purpose
computing device technologies to the gaming industry and EGMs would
be a simple proposition because both general purpose computing
devices and EGMs employ processors that control a variety of
devices. However, due to at least: (1) the regulatory requirements
placed on EGMs, (2) the harsh environment in which EGMs operate,
(3) security requirements, and (4) fault tolerance requirements,
adapting general purpose computing device technologies to EGMs can
be quite difficult. Further, techniques and methods for solving a
problem in the general purpose computing device industry, such as
device compatibility and connectivity issues, might not be adequate
in the gaming industry. For instance, a fault or a weakness
tolerated in a general purpose computing device, such as security
holes in software or frequent crashes, is not tolerated in an EGM
because in an EGM these faults can lead to a direct loss of funds
from the EGM, such as stolen cash or loss of revenue when the EGM
is not operating properly or when the random outcome determination
is manipulated.
Certain differences between general purpose computing devices and
EGMs are described below. A first difference between EGMs and
general purpose computing devices is that EGMs are state-based
systems. A state-based system stores and maintains its current
state in a non-volatile memory such that, in the event of a power
failure or other malfunction, the state-based system can return to
that state when the power is restored or the malfunction is
remedied. For instance, for a state-based EGM, if the EGM displays
an award for a game of chance but the power to the EGM fails before
the EGM provides the award to the player, the EGM stores the
pre-power failure state in a non-volatile memory, returns to that
state upon restoration of power, and provides the award to the
player. This requirement affects the software and hardware design
on EGMs. General purpose computing devices are not state-based
machines, and a majority of data is usually lost when a malfunction
occurs on a general purpose computing device.
A second difference between EGMs and general purpose computing
devices is that, for regulatory purposes, the software on the EGM
utilized to operate the EGM has been designed to be static and
monolithic to prevent cheating by the operator of the EGM. For
instance, one solution that has been employed in the gaming
industry to prevent cheating and to satisfy regulatory requirements
has been to manufacture an EGM that can use a proprietary processor
running instructions to provide the game of chance from an EPROM or
other form of non-volatile memory. The coding instructions on the
EPROM are static (non-changeable) and must be approved by a gaming
regulators in a particular jurisdiction and installed in the
presence of a person representing the gaming jurisdiction. Any
changes to any part of the software required to generate the game
of chance, such as adding a new device driver used to operate a
device during generation of the game of chance, can require burning
a new EPROM approved by the gaming jurisdiction and reinstalling
the new EPROM on the EGM in the presence of a gaming regulator.
Regardless of whether the EPROM solution is used, to gain approval
in most gaming jurisdictions, an EGM must demonstrate sufficient
safeguards that prevent an operator or a player of an EGM from
manipulating the EGM's hardware and software in a manner that gives
him an unfair, and in some cases illegal, advantage.
A third difference between EGMs and general purpose computing
devices is authentication-EGMs storing code are configured to
authenticate the code to determine if the code is unaltered before
executing the code. If the code has been altered, the EGM prevents
the code from being executed. The code authentication requirements
in the gaming industry affect both hardware and software designs on
EGMs. Certain EGMs use hash functions to authenticate code. For
instance, one EGM stores game program code, a hash function, and an
authentication hash (which may be encrypted). Before executing the
game program code, the EGM hashes the game program code using the
hash function to obtain a result hash and compares the result hash
to the authentication hash. If the result hash matches the
authentication hash, the EGM determines that the game program code
is valid and executes the game program code. If the result hash
does not match the authentication hash, the EGM determines that the
game program code has been altered (i.e., may have been tampered
with) and prevents execution of the game program code. Examples of
EGM code authentication are described in U.S. Pat. No. 6,962,530,
entitled "Authentication in a Secure Computerized Gaming System";
U.S. Pat. No. 7,043,641, entitled "Encryption in a Secure
Computerized Gaming System"; U.S. Pat. No. 7,201,662, entitled
"Method and Apparatus for Software Authentication"; and U.S. Pat.
No. 8,627,097, entitled "System and Method Enabling Parallel
Processing of Hash Functions Using Authentication Checkpoint
Hashes."
A fourth difference between EGMs and general purpose computing
devices is that EGMs have unique peripheral device requirements
that differ from those of a general purpose computing device, such
as peripheral device security requirements not usually addressed by
general purpose computing devices. For instance, monetary devices,
such as coin dispensers, bill validators, and ticket printers and
computing devices that are used to govern the input and output of
cash or other items having monetary value (such as tickets) to and
from an EGM have security requirements that are not typically
addressed in general purpose computing devices. Therefore, many
general purpose computing device techniques and methods developed
to facilitate device connectivity and device compatibility do not
address the emphasis placed on security in the gaming industry.
To address some of the issues described above, a number of
hardware/software components and architectures are utilized in EGMs
that are not typically found in general purpose computing devices.
These hardware/software components and architectures, as described
below in more detail, include but are not limited to watchdog
timers, voltage monitoring systems, state-based software
architecture and supporting hardware, specialized communication
interfaces, security monitoring, and trusted memory.
Certain EGMs use a watchdog timer to provide a software failure
detection mechanism. In a normally-operating EGM, the operating
software periodically accesses control registers in the watchdog
timer subsystem to "re-trigger" the watchdog. Should the operating
software fail to access the control registers within a preset
timeframe, the watchdog timer will timeout and generate a system
reset. Typical watchdog timer circuits include a loadable timeout
counter register to enable the operating software to set the
timeout interval within a certain range of time. A differentiating
feature of some circuits is that the operating software cannot
completely disable the function of the watchdog timer. In other
words, the watchdog timer always functions from the time power is
applied to the board.
Certain EGMs use several power supply voltages to operate portions
of the computer circuitry. These can be generated in a central
power supply or locally on the computer board. If any of these
voltages falls out of the tolerance limits of the circuitry they
power, unpredictable operation of the EGM may result. Though most
modern general purpose computing devices include voltage monitoring
circuitry, these types of circuits only report voltage status to
the operating software. Out of tolerance voltages can cause
software malfunction, creating a potential uncontrolled condition
in the general purpose computing device. Certain EGMs have power
supplies with relatively tighter voltage margins than that required
by the operating circuitry. In addition, the voltage monitoring
circuitry implemented in certain EGMs typically has two thresholds
of control. The first threshold generates a software event that can
be detected by the operating software and an error condition then
generated. This threshold is triggered when a power supply voltage
falls out of the tolerance range of the power supply, but is still
within the operating range of the circuitry. The second threshold
is set when a power supply voltage falls out of the operating
tolerance of the circuitry. In this case, the circuitry generates a
reset, halting operation of the EGM.
As described above, certain EGMs are state-based machines.
Different functions of the game provided by the EGM (e.g., bet,
play, result, points in the graphical presentation, etc.) may be
defined as a state. When the EGM moves a game from one state to
another, the EGM stores critical data regarding the game software
in a custom non-volatile memory subsystem. This ensures that the
player's wager and credits are preserved and to minimize potential
disputes in the event of a malfunction on the EGM. In general, the
EGM does not advance from a first state to a second state until
critical information that enables the first state to be
reconstructed has been stored. This feature enables the EGM to
recover operation to the current state of play in the event of a
malfunction, loss of power, etc. that occurred just before the
malfunction. In at least one embodiment, the EGM is configured to
store such critical information using atomic transactions.
Generally, an atomic operation in computer science refers to a set
of operations that can be combined so that they appear to the rest
of the system to be a single operation with only two possible
outcomes: success or failure. As related to data storage, an atomic
transaction may be characterized as series of database operations
which either all occur, or all do not occur. A guarantee of
atomicity prevents updates to the database occurring only
partially, which can result in data corruption.
To ensure the success of atomic transactions relating to critical
information to be stored in the EGM memory before a failure event
(e.g., malfunction, loss of power, etc.), memory that includes one
or more of the following criteria be used: direct memory access
capability; data read/write capability which meets or exceeds
minimum read/write access characteristics (such as at least 5.08
Mbytes/sec (Read) and/or at least 38.0 Mbytes/sec (Write)). Memory
devices that meet or exceed the above criteria may be referred to
as "fault-tolerant" memory devices.
Typically, battery-backed RAM devices may be configured to function
as fault-tolerant devices according to the above criteria, whereas
flash RAM and/or disk drive memory are typically not configurable
to function as fault-tolerant devices according to the above
criteria. Accordingly, battery-backed RAM devices are typically
used to preserve EGM critical data, although other types of
non-volatile memory devices may be employed. These memory devices
are typically not used in typical general purpose computing
devices.
Thus, in at least one embodiment, the EGM is configured to store
critical information in fault-tolerant memory (e.g., battery-backed
RAM devices) using atomic transactions. Further, in at least one
embodiment, the fault-tolerant memory is able to successfully
complete all desired atomic transactions (e.g., relating to the
storage of EGM critical information) within a time period of 200
milliseconds or less. In at least one embodiment, the time period
of 200 milliseconds represents a maximum amount of time for which
sufficient power may be available to the various EGM components
after a power outage event has occurred at the EGM.
As described previously, the EGM may not advance from a first state
to a second state until critical information that enables the first
state to be reconstructed has been atomically stored. After the
state of the EGM is restored during the play of a game of chance,
game play may resume and the game may be completed in a manner that
is no different than if the malfunction had not occurred. Thus, for
example, when a malfunction occurs during a game of chance, the EGM
may be restored to a state in the game of chance just before when
the malfunction occurred. The restored state may include metering
information and graphical information that was displayed on the EGM
in the state before the malfunction. For example, when the
malfunction occurs during the play of a card game after the cards
have been dealt, the EGM may be restored with the cards that were
previously displayed as part of the card game. As another example,
a bonus game may be triggered during the play of a game of chance
in which a player is required to make a number of selections on a
video display screen. When a malfunction has occurred after the
player has made one or more selections, the EGM may be restored to
a state that shows the graphical presentation just before the
malfunction including an indication of selections that have already
been made by the player. In general, the EGM may be restored to any
state in a plurality of states that occur in the game of chance
that occurs while the game of chance is played or to states that
occur between the play of a game of chance.
Game history information regarding previous games played such as an
amount wagered, the outcome of the game, and the like may also be
stored in a non-volatile memory device. The information stored in
the non-volatile memory may be detailed enough to reconstruct a
portion of the graphical presentation that was previously presented
on the EGM and the state of the EGM (e.g., credits) at the time the
game of chance was played. The game history information may be
utilized in the event of a dispute. For example, a player may
decide that in a previous game of chance that they did not receive
credit for an award that they believed they won. The game history
information may be used to reconstruct the state of the EGM before,
during, and/or after the disputed game to demonstrate whether the
player was correct or not in the player's assertion. Examples of a
state-based EGM, recovery from malfunctions, and game history are
described in U.S. Pat. No. 6,804,763, entitled "High Performance
Battery Backed RAM Interface"; U.S. Pat. No. 6,863,608, entitled
"Frame Capture of Actual Game Play"; U.S. Pat. No. 7,111,141,
entitled "Dynamic NV-RAM"; and U.S. Pat. No. 7,384,339, entitled,
"Frame Capture of Actual Game Play."
Another feature of EGMs is that they often include unique
interfaces, including serial interfaces, to connect to specific
subsystems internal and external to the EGM. The serial devices may
have electrical interface requirements that differ from the
"standard" EIA serial interfaces provided by general purpose
computing devices. These interfaces may include, for example, Fiber
Optic Serial, optically coupled serial interfaces, current loop
style serial interfaces, etc. In addition, to conserve serial
interfaces internally in the EGM, serial devices may be connected
in a shared, daisy-chain fashion in which multiple peripheral
devices are connected to a single serial channel.
The serial interfaces may be used to transmit information using
communication protocols that are unique to the gaming industry. For
example, IGT's Netplex is a proprietary communication protocol used
for serial communication between EGMs. As another example, SAS is a
communication protocol used to transmit information, such as
metering information, from an EGM to a remote device. Often SAS is
used in conjunction with a player tracking system.
Certain EGMs may alternatively be treated as peripheral devices to
a casino communication controller and connected in a shared daisy
chain fashion to a single serial interface. In both cases, the
peripheral devices are assigned device addresses. If so, the serial
controller circuitry must implement a method to generate or detect
unique device addresses. General purpose computing device serial
ports are not able to do this.
Security monitoring circuits detect intrusion into an EGM by
monitoring security switches attached to access doors in the EGM
cabinet. Access violations result in suspension of game play and
can trigger additional security operations to preserve the current
state of game play. These circuits also function when power is off
by use of a battery backup. In power-off operation, these circuits
continue to monitor the access doors of the EGM. When power is
restored, the EGM can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the EGM software.
Trusted memory devices and/or trusted memory sources are included
in an EGM to ensure the authenticity of the software that may be
stored on less secure memory subsystems, such as mass storage
devices. Trusted memory devices and controlling circuitry are
typically designed to not enable modification of the code and data
stored in the memory device while the memory device is installed in
the EGM. The code and data stored in these devices may include
authentication algorithms, random number generators, authentication
keys, operating system kernels, etc. The purpose of these trusted
memory devices is to provide gaming regulatory authorities a root
trusted authority within the computing environment of the EGM that
can be tracked and verified as original. This may be accomplished
via removal of the trusted memory device from the EGM computer and
verification of the secure memory device contents is a separate
third party verification device. Once the trusted memory device is
verified as authentic, and based on the approval of the
verification algorithms included in the trusted device, the EGM is
enabled to verify the authenticity of additional code and data that
may be located in the gaming computer assembly, such as code and
data stored on hard disk drives. Examples of trusted memory devices
are described in U.S. Pat. No. 6,685,567, entitled "Process
Verification."
In at least one embodiment, at least a portion of the trusted
memory devices/sources may correspond to memory that cannot easily
be altered (e.g., "unalterable memory") such as EPROMS, PROMS,
Bios, Extended Bios, and/or other memory sources that are able to
be configured, verified, and/or authenticated (e.g., for
authenticity) in a secure and controlled manner.
According to one embodiment, when a trusted information source is
in communication with a remote device via a network, the remote
device may employ a verification scheme to verify the identity of
the trusted information source. For example, the trusted
information source and the remote device may exchange information
using public and private encryption keys to verify each other's
identities. In another embodiment, the remote device and the
trusted information source may engage in methods using zero
knowledge proofs to authenticate each of their respective
identities.
EGMs storing trusted information may utilize apparatuses or methods
to detect and prevent tampering. For instance, trusted information
stored in a trusted memory device may be encrypted to prevent its
misuse. In addition, the trusted memory device may be secured
behind a locked door. Further, one or more sensors may be coupled
to the memory device to detect tampering with the memory device and
provide some record of the tampering. In yet another example, the
memory device storing trusted information might be designed to
detect tampering attempts and clear or erase itself when an attempt
at tampering has been detected. Examples of trusted memory
devices/sources are described in U.S. Pat. No. 7,515,718, entitled
"Secured Virtual Network in a Gaming Environment."
Mass storage devices used in a general purpose computing devices
typically enable code and data to be read from and written to the
mass storage device. In a gaming environment, modification of the
gaming code stored on a mass storage device is strictly controlled
and would only be enabled under specific maintenance type events
with electronic and physical enablers required. Though this level
of security could be provided by software, EGMs that include mass
storage devices include hardware level mass storage data protection
circuitry that operates at the circuit level to monitor attempts to
modify data on the mass storage device and will generate both
software and hardware error triggers should a data modification be
attempted without the proper electronic and physical enablers being
present. Examples of using a mass storage device are described in
U.S. Pat. No. 6,149,522, entitled "Method of Authenticating Game
Data Sets in an Electronic Casino Gaming System."
Various changes and modifications to the present embodiments
described herein will be apparent to those skilled in the art. Such
changes and modifications can be made without departing from the
spirit and scope of the present subject matter and without
diminishing its intended advantages. It is therefore intended that
such changes and modifications be covered by the appended
claims.
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